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Valeriy Petrov

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A member registered Jul 03, 2017 · View creator page →

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I've been looking for this article for several month, and thought that it was lost, until found it here, to my great happiness. Your work has really opened my eyes on level design and game design in general and inspired me to make games for living.  Your games and other works have guided me ever since. Thank you for being there and inspiring people, Anna!

DISCLAIMER: на момент написания рецензии я открыл только четыре концовки игры из возможных и имею очень поверхностное представление о жанре визуальной новеллы в целом.

Что понравилось:

  1. интертекстуальность. Особенно прекрасно читанные стихи, но также то, как в повествование вплетались другие литературные произведения и игры. Очень понравилось, как отношения Ени и Ильи раскрываются через совместные игры. Было бы радостно, если бы они также были интерактивными.
  2. множество едва заметных приемов выразительного использования шрифта (вроде курсива для подчеркивания диалогичности внутреннего монолога главного героя)
  3. эротика. Она оказалась в основном уместной и не нарочитой. При этом текстовые описания были гораздо чувственней и возбуждающей чем картинки. Возможно, за счет того, что в них была большая доля реализма и внимания к переживаниям героев.
  4. странные и красивые рассказы-сны. Вообще мистика до тех пор, пока она только оттеняла и метафорически отражала реальность, не претендуя на занятие главенствующей роли в сюжете.
  5. красота описаний природы.
  6. завораживающая музыка.
  7. интерфейс и очень удобная система быстрой прокрутки прочитанных ранее кадров.

Что очень понравилось:

  1. критика системы постсоветского школьно-тюремного образования. Именно она показана как источник многих бед и трудностей главных героев: отупляющая строгость учителей, которые сами являются заложниками этой системы, фаворитизм и практика публичных унижений, профессиональная некомпетентность, хулиганство, техническая недообеспеченность учебного процесса, отбитие всякого интереса к учебе и к жизни. На мой взгляд, игру стоило бы сделать о противостоянии главных героев этой самой системе, а не друг с другу и с какими-то мистическим силам.
  2. персонажи. Во многих внутренних монологах главного героя я узнал свои мысли редакции 2005-го года. Особенно – скука на уроках, страх перед выбором будущей специальности, радостная встревоженность первого поцелуя. Даже такие детали как постоянный юношеский голод и сонливость отражены очень правдиво. Девушки тоже сделаны очень реалистично, за исключением, возможно, Белашьи, для которой я не смог найти подходящего типажа в своем опыте. Но Жаннет и Еня очень живо напомнили нескольких близких мне женщин, вплоть до некоторых обстоятельств их биографии. Мне особенно понравился прием раскрытия персонажей через школьные сочинения и стихотворения.
  3. правдивость описания быта и жизни подростков середины-конца 2010-х. Много как мелких деталей (вроде шаркающих тапочек или поездки в маршрутке), так и больших персонажеобразующих тем (неблагополучные семейные отношения, безразличие родителей).

В целом мир игры получился очень убедительный, правдивый. Поэтому выборы пути на сюжетных развилках обладали для меня особой драматической остротой. В некоторых местах я чувствовал, что действительно выношу моральное суждение о персонажах, как будто они настоящие живые люди.

Что мне очень не понравилось:

  1. конфликт мелодраматической фабулы и реалистического сюжета. Форма входит в разрез с содержанием: персонажи Жанетт-девушки и Жанетт-стереотипной женщины-вамп отличаются в даже больше, чем рисунки Жанетт в диалогах и в порнографических сценах. Мне искренне не хотелось, чтобы рассказ Белашьи о сестре оказался правдой, но не потому, что мне очень уж нравилась Жанетт как человек, а потому, что я не хотел соглашаться с мистико-мелодраматической интерпретацией ее персонажа, которую навязывала фабула игры. Поэтому я был искренне разочарован, когда открыл одну из концовок, в которой оказывалось, что Жанетт ДЕЙСТВИТЕЛЬНО была ведьмой. Это открытие было разочаровывающим, так как сделало ее персонаж однозначным, а все последующие выборы с ней - лишенными драматического напряжения. Ярче всего эта проблема проявляется в том, с какой легкостью вы спустили с рук главному герою и даже до некоторой степени оправдали убийство (!) им Жанетт. Такое развитие сюжета было бы уместно, не удели вы до этого столько внимания детальной проработке ее персонажа, не сделай вы ее и главного героя настолько некарикатурными и правдоподобными. Вместо этого сцена с убийством кажется каким-то вымученным потаканием жанровым стереотипам, которых до этого удавалось столь успешно избегать (под жанром я имею ввиду мелодраму в целом, а не визуальную новеллу).

В целом, на фоне беглого ознакомления с историей жанра, у меня сложилось очень положительное впечатление от вашей игры. Я ожидал какой-то ходульной порномелодрамы, а получил замечательную историю о юности, дружбе, любви, взрослении, искусстве, красоте природы и о много чем еще другом. Непоследовательность в раскрытии реалистического сюжета и скатывание в мелодраму ближе к концу меня разочаровали, но не настолько, чтобы полностью испортить впечатление от игры. Прошел я ее почти что на одном дыхании и очень благодарен вам за этот опыт. Очень надеюсь, что вы будете продолжать делать игры.

Thank you for playing my game!

Your comparising with Streetview is to the point. I was partially inspired by this system, although my intention was to make this walk more personal by taking you to the non-googlable roads with me.

I've updated the game file, the problem should be fixed right now.

Thanks for the game!

I really liked the theme of time as a force of inevitable destruction and how it was conveyed through the chipping mechanic and events cards pile. As we played, a feeling of inevitable decay and desolation crept in: first the resources pile dwindled, then the shop got closed. I especially liked how after the shop was closed, all unused gold in my inventory has essentially became useless. This deprecation of a previously valuable resource made me feel a little melancholic.

I was not expecting the events deck to end so quickly, though. We had a setup for two players and I followed all the instructions step by step, and yet we never got to the 'endgame' phase, when you're supposed to resolve other person's events. In the end, none of us lost any statue parts, and that felt somewhat disappointing, considering one of the main themes of the titular poem being that of futility of man's actions in the face of time. I didn't felt that our preservation actions were all that futile. I guess if we were farming resources more aggressively from the shop and from the resources cards pile, instead of stealing them from each other, we could have depleted them earlier and that would have added us 2 more turns. But then again, this was not enough to evoke the kind of 'clinging to the edge' feeling that I was hoping for.

Special thanks for the soundtrack! It was a nice addition to the experience. I also like that the game was easy to print and setup, and rules are clear and simple. This all made game very accessible and helped me overcome my initial doubts regarding the format (I usually play digital games and never tried pnp before).

Thanks for the game!

I was taken by surprise by this one. I was expecting some traditional role-playing mechanics, like rolling dice to determine the outcome of an event, but was confused when game asked me to make physical exercises.  And everything went downhill from there. At page 5 I was running circles outside the house in the dark, trying to find moon in the sky. At page 7 I was singing out loud. At page 9 I startled my partner when asked her to imagine me in the grave and say some final words. And exercises almost at the beginning of the game were very timely, as they energized me for the challenges ahead. Overall, I enjoyed my time playing. Having to move away from computer and actively engage with my surroundings, playfully undermining them, was pleasantly refreshing. Game left me wanting more challenges that made me do that.

With that said, I didn't quite understand the necessity of splitting the game into the application and the .pdf file parts. The game could have been easily being fully digital (i.e. single executable file), or, conversely, be played fully analogous with paper sheets, color markers and 6 dice (although this would have made it less accessible, I guess). Maybe there were some technical constraints that led to this decision, but felt no artistic necessity in it.

Btw, playing alone made this game even more interesting to me, because I was the only person aware of the rules. Saying or doing something silly because the game wants you to in front of a person who already knows why are you doing it is one thing, but doing it with someone who is not aware of the rules, or, even more so, does not know that you are playing, is something completely different. I see how this game can be played and enjoyed both ways, though.

Keep up the good work!

Thanks for the game!

I was taken by surprise by this one. I was expecting some traditional role-playing mechanics, like rolling dice to determine the outcome of an event, but was confused when game asked me to make physical exercises.  And everything went downhill from there. At page 5 I was running circles outside the house in the dark, trying to find moon in the sky. At page 7 I was singing out loud. At page 9 I startled my partner when asked her to imagine me in the grave and say some final words. And exercises almost at the beginning of the game were very timely, as they energized me for the challenges ahead. Overall, I enjoyed my time playing. Having to move away from computer and actively engage with my surroundings, playfully undermining them, was pleasantly refreshing. Game left me wanting more challenges that made me do that.

With that said, I didn't quite understand the necessity of splitting the game into the application and the .pdf file parts. The game could have been easily being fully digital (i.e. single executable file), or, conversely, be played fully analogous with paper sheets, color markers and 6 dice (although this would have made it less accessible, I guess). Maybe there were some technical constraints that led to this decision, but felt no artistic necessity in it.

Btw, playing alone made this game even more interesting to me, because I was the only person aware of the rules. Saying or doing something silly because the game wants you to in front of a person who already knows why are you doing it is one thing, but doing it with someone who is not aware of the rules, or, even more so, does not know that you are playing, is something completely different. I see how this game can be played and enjoyed both ways, though.

Keep up the good work!

Thanks for the game!

I really enjoyed the challenge of solving the maze. Even the unintuitive controls scheme, that was annoying at the beginning, eventually felt like it belonged, complementing surreal atmosphere of the game world. Besides the 'unintuitiveness' of controls really made me think through every step, which supported the gameplay, that was all about spatial reasoning, perfectly.

The puzzle mechanic is simple but very effective. The chess metaphor works very well here: as soon as you got how the first obstacle work, you got all the others too. And I liked how twisty the maze itself eventually became, at one point forcing me into an impasse near the very end, only to make me realize that I was moving in the wrong direction this whole time.

Soundtrack and visuals are mesmerizing. My only regret was that sights placing was somewhat misleading. Even after discovering where the exit is, I was still unsure weather I was supposed to go there, since this Athena statue in the other corner of the level was so attractive. I think placing her near the exit from the level would have directed player's attention more effectively.

Special praise goes for the game web page design. It sets the expectations and grabs attention even before the game starts.

Cudos for the great work!

Thanks for the game!

I really enjoyed the challenge of solving the maze. Even the unintuitive controls scheme, that was annoying at the beginning, eventually felt like it belonged, complementing surreal atmosphere of the game world. Besides the 'unintuitiveness' of controls really made me think through every step, which supported the gameplay, that was all about spatial reasoning, perfectly.

The puzzle mechanic is simple but very effective. The chess metaphor works very well here: as soon as you got how the first obstacle work, you got all the others too. And I liked how twisty the maze itself eventually became, at one point forcing me into an impasse near the very end, only to make me realize that I was moving in the wrong direction this whole time.

Soundtrack and visuals are mesmerizing. My only regret was that sights placing was somewhat misleading. Even after discovering where the exit is, I was still unsure weather I was supposed to go there, since this Athena statue in the other corner of the level was so attractive. I think placing her near the exit from the level would have directed player's attention more effectively.

Special praise goes for the game web page design. It sets the expectations and grabs attention even before the game starts.

Cudos for the great work!

Hi CPOrt!

Hm, I've checked the game on my computer and it rendered photos on steps properly. Were you playing from the personal computer or mobile? What browser were you using?

You are right, the game does got a sad emotion vibe, but if you try, you can find somewhat more joyfull and life-asserting messages there, especially closer to the end.

Anyway, thanks for trying my game!

Thank you for the game!

I had a hard time figuring out how to make profit at the beginning, since game failed to teach me, that I save the ship from the previous run. But when I understood this basic principle, game have opened up to me and I've enjoyed it quite a bit!

I really liked the indirect control mechanic and how you can't change arrows that you've already placed. In combination with new obstacles occuring this created a really interesting dynamic and free-form spatial puzzle, where instead of one correct answer you look for different possible solutions.

With that said, though, random obstacles placement can create very unbalanced situations at times. In one run I got two docks on the straight line with no obstacles between them. In the second run I established a route that I was able to use completely safely for 10+ times, while on the third run a whirlpool appeared right on the crucial turn on my route, and all my ships turned in the wrong direction and smashed into iceberg. This randomness creates easy fun, but it also somewhat undermines the strategic challenge. Maybe, a 'rewind for X days' option would have balanced the chance factor and allowed more leeway for strategic thinking. 

Thank you for the game!

I had a hard time figuring out how to make profit at the beginning, since game failed to teach me, that I save the ship from the previous run. But when I understood this basic principle, game have opened up to me and I've enjoyed it quite a bit!

I really liked the indirect control mechanic and how you can't change arrows that you've already placed. In combination with new obstacles occuring this created a really interesting dynamic and free-form spatial puzzle, where instead of one correct answer you look for different possible solutions.

With that said, though, random obstacles placement can create very unbalanced situations at times. In one run I got two docks on the straight line with no obstacles between them. In the second run I established a route that I was able to use completely safely for 10+ times, while on the third run a whirlpool appeared right on the crucial turn on my route, and all my ships turned in the wrong direction and smashed into iceberg. This randomness creates easy fun, but it also somewhat undermines the strategic challenge. Maybe, a 'rewind for X days' option would have balanced the chance factor and allowed more leeway for strategic thinking. 

Thanks for the game!

It was very enjoyable to play! I was expecting some bugs that would break the mechanic and I wouldn't be able to complte the puzzle, but have encountered none. Considering how many different mechanics you have in the game, and how well difficulty curve is executed, this is quite an achievement in my eyes! I also liked how unexpectedly logical some of the puzzles were (pushing the block through the gate was my faworite).

With that said, while the last two-three puzzle pieces felt exceptionally tight, the beginning of the game was somewhat sluggish. This is mostly because puzzles rarely forced me to think about the position of my older/younger self strategically, so several times after significantly forward with younger self, I was forced to re-track same distance by the older self when younger self reached the impasse. This, combined with big distances and slow movement made some of the puzzles at the beginning somewhat tedious.

There were also two moments that I consider as bugs:  1. in the long stretch of plantable tiles section there was a moment when I was unable to get down the wall by the wine, since only 'plant seed' option appeared when I approached the wine; 2. from the wall in the last section (behind the dragon and block-unlocked gates) I was able to see my reflection in the riwer, but no interaction were availiable. That looked strange and almost convinced me for a moment that I've encountered a game breaking bug.

I sometimes found myself having trouble understanding 'when' exactly am I now. I would be cool to have two different times more visually distinct from each other, for example, have other color for grass and trees in the future.

Overall, the biggest downfall for me was lack of a meaningfull ending. I've collected all the crystals, and nothing happened... I tried to blink myself out of existence by rapidly switching selves several times in a row, but failed at it.

Thanks for the game!

It was very enjoyable to play! I was expecting some bugs that would break the mechanic and I wouldn't be able to complte the puzzle, but have encountered none. Considering how many different mechanics you have in the game, and how well difficulty curve is executed, this is quite an achievement in my eyes! I also liked how unexpectedly logical some of the puzzles were (pushing the block through the gate was my faworite).

With that said, while the last two-three puzzle pieces felt exceptionally tight, the beginning of the game was somewhat sluggish. This is mostly because puzzles rarely forced me to think about the position of my older/younger self strategically, so several times after significantly forward with younger self, I was forced to re-track same distance by the older self when younger self reached the impasse. This, combined with big distances and slow movement made some of the puzzles at the beginning somewhat tedious.

There were also two moments that I consider as bugs: 
1. in the long stretch of plantable tiles section there was a moment when I was unable to get down the wall by the wine, since only 'plant seed' option appeared when I approached the wine;
2. from the wall in the last section (behind the dragon and block-unlocked gates) I was able to see my reflection in the riwer, but no interaction were availiable. That looked strange and almost convinced me for a moment that I've encountered a game breaking bug.

I sometimes found myself having trouble understanding 'when' exactly am I now. I would be cool to have two different times more visually distinct from each other, for example, have other color for grass and trees in the future.

Overall, the biggest downfall for me was lack of a meaningfull ending. I've collected all the crystals, and nothing happened... I tried to blink myself out of existence by rapidly switching selves several times in a row, but failed at it.

Thank you for the game!

A lovely piece! It amazes me how games can take something so simple as hidden information and delayed feedback and turn it into a meaningful comment about alienation from people you once knew. The delay between clicking and person's answer is enough to make you think a little about weather or not you will be answered, and this small moment of inaction is what makes the game shine for me. I also liked that you've put additional effort into making each new playthrough unique, as you don't know who will answer you this time and the tension is preserved. I am really glad that for your entry you've decided not to go in all directions and instead realy explore this small facet of emotion with very minimalistic devices. Keep up the good job!

Thank you for the game!

A lovely piece! It amazes me how games can take something so simple as hidden information and delayed feedback and turn it into a meaningful comment about alienation from people you once knew. The delay between clicking and person's answer is enough to make you think a little about weather or not you will be answered, and this small moment of inaction is what makes the game shine for me. I also liked that you've put additional effort into making each new playthrough unique, as you don't know who will answer you this time and the tension is preserved. I am really glad that for your entry you've decided not to go in all directions and instead realy explore this small facet of emotion with very minimalistic devices. Keep up the good job!

Thank you for the game!

I really adored the music and the art style! They both sucseeded in creating levels emotionally ditinct. I always struggle with finding time to elaborate on musical design of my games, so when other people do this right it always amazes me and prompts immediate respect. The art style is very effective at making scene 'breath', while keeping details to the minimum to not distract you from the action.

Platformer felt good for the most part, although I would say that level design does not work on conveying emotions as well as music and visuals. I had hard time understanding what level corresponds to what stage of grief judjing by the level design alone. The difficulty progression felt very generic for any platformer, wich is a loss in my eyes. I liked, though, that while every stage before the last one ends with falling into the pit, the last stage is fully dedicated to overcoming pits. This felt very cathartic.

The ending felt very abrupt and somewhat spoiled the experience for me. The change was so sudden and sharp, that it made me smile a bit, despite the subject matter. I think making transition to the last scene more smooth would have added it much needed emotional weight.

Thank you for the game!

I really adored the music and the art style! They both sucseeded in creating levels emotionally ditinct. I always struggle with finding time to elaborate on musical design of my games, so when other people do this right it always amazes me and prompts immediate respect. The art style is very effective at making scene 'breath', while keeping details to the minimum to not distract you from the action.

Platformer felt good for the most part, although I would say that level design does not work on conveying emotions as well as music and visuals. I had hard time understanding what level corresponds to what stage of grief judjing by the level design alone. The difficulty progression felt very generic for any platformer, wich is a loss in my eyes. I liked, though, that while every stage before the last one ends with falling into the pit, the last stage is fully dedicated to overcoming pits. This felt very cathartic.

The ending felt very abrupt and somewhat spoiled the experience for me. The change was so sudden and sharp, that it made me smile a bit, despite the subject matter. I think making transition to the last scene more smooth would have added it much needed emotional weight.

Did it hurt you on the 'I can relate to the pain of this character' level, or on the 'this writing is so bad I can't read it' level?

Thank you for the reply!

The text pacing was my deliberate attempt to simulate a thought process while moving in space. I.e., short lines between the inputs was supposed to motivate player to move through space as he moves through text. But your feedback suggests that this might not have worked as intended. I'll have to think what sort of input could simulate the efforts you make while walking, that are not as deliberate as pressing a key on the keypad.

Thank you for the game!

I am not a very good puzzle player, so I was unable to finish it. I've deciphered the name of the company CEO and got to his page, but failed to understand where to apply the cipher from it.  This was too dramatic jump in conceptual difficulty for me.  But I can’t say with absolute confidence that this was the game's fault, since solution might have been just around the corner and I have missed it.

The idea of presenting crucial game info throug separate files is really interesting! I found myself organizing screen space of my laptop into a make-believe research desk, as I divided it into sections to  see both game and notes windows at the same time. This provided game with a sort of 'found footage' quality. The dicision to include in-game player character and narrate exposition through the cutscene worked somewhat against this effect, though: on the one hand, I was myself figuring out the clues that were physically present on my laptop, and on the other game assumed that I had to project myself onto the image of some hard-boiled noire P.I. on the screen, as he rummaged through the clues in his office. I felt a dissonance between these to narrative poles and think that game would benefit greately if it would consistently adhere to only one of them.  What if, say, the executable file of the game was framed as a kind of database you have to navigate through, and notes - as email that you recieve from the unknown source? This would shift focus further from the game as a self-contained digital object, and emphasise that player herself is an in-game character. 

In any way, thanks again and keep up the good job!

Thank you for the game!

I really liked the presentation style and level of polish, and also how well game mechanics are explained. Music especially was of the highest quality! I was amazed to realize that music changes from one retry to the other, and that you probably have more then one music track for the main game mode. This is very impressive, considering how people (me included) often postpone music production to the last moment and go with the bare minimum. Cudos for the great work!

I found balancing acceleration/deceleration thrilling and exciting, since it provoked interesting dynamic when you oscillate between careful skirting and bursts of high speed action. But the decision to make time decrease faster as you increase speed felt questionable to me. This really discouraged taking high risks with high speed and instead encouraged slow and meticulous movement (I've completed the game twice: once on high speed with very little time left, and other time on very slow speed with more then 2/3 time left at the end). I think making time decrease slower as you increase speed would have make the skirting/action dynamic really shine.

Thank you for the game!

I really liked the presentation style and level of polish, and also how well game mechanics are explained. Music especially was of the highest quality! I was amazed to realize that music changes from one retry to the other, and that you probably have more then one music track for the main game mode. This is very impressive, considering how people (me included) often postpone music production to the last moment and go with the bare minimum. Cudos for the great work!

I found balancing acceleration/deceleration thrilling and exciting, since it provoked interesting dynamic when you oscillate between careful skirting and bursts of high speed action. But the decision to make time decrease faster as you increase speed felt questionable to me. This really discouraged taking high risks with high speed and instead encouraged slow and meticulous movement (I've completed the game twice: once on high speed with very little time left, and other time on very slow speed with more then 2/3 time left at the end). I think making time decrease slower as you increase speed would have make the skirting/action dynamic really shine.

I think that the easiest and most effective way would be to add sound effects that would reflect escalation of the events. I.e., tense silience as the boat rides with its normal speed can change into nervos chatter, accompanied by the dying engine hiccups, then turn into indiscriminate shouts and screams, as the situation worsens. Soundscape is very important in your game as it is at establishing sense of place,  and it can do more to enhance player's sense of presence at the scene.

On the visual side I would stay minimalistic, but maybe add some visual detail to indicate boat's state as it stops (maybe, smoke coming out of the boat?)

(2 edits)

Thank you for the game and for sharing your personal experience!

Despite the subject of the story, I can't say that I've felt sad when playing it. Rather, the game made me feel somewhat indifferent at the beginning, but slowly grow me more and more interested in details of the complex family relations and why everything is happening the way it is. I especially liked segments when I was allowed to just talk to different people and explore their reactions. I wish this type of storytelling was more of the focus of the game, but I understand that character dialogs and narration were needed to emotionally ground player in the story. 

With that said, I felt a bit of a dissonance between exploration segments and dialog segments. Talking to everybody on the funeral felt out of the character for me, as it was established during the dialog sequences.

Thank you for the game and for sharing your personal experience!

Despite the subject of the story, I can't say that I've felt sad when playing it. Rather, the game made me feel somewhat indifferent at the beginning, but slowly grow me more and more interested in details of the complex family relations and why everything is happening the way it is. I especially liked segments when I was allowed to just talk to different people and explore their reactions. I wish this type of storytelling was more of the focus of the game, but I understand that character dialogs and narration was needed to emotionally ground player in the story. 

With that said, I felt a bit of a dissonance between exploration segments and story segments. Talking to everybody on the funeral felt out of the character, as it was established during the dialog sequences.

Hello SmokeAndAsh!

Thank you for the comment! Sharing my feelings with others through this game gave me a great joy and a sense of relief, as if those thoughts are not entirely mine and I can look at them from the other angle. I'm also glad that my game resonated with your project. May this serve as a sign to us both that we are not alone in our search! And I would really appreciate if you share a link to your college project (in case you are ok with it, ofcourse). 

Although I did want to avoid distracting too much attention from the text by restraining the visual, I also would have loved to make game more thought-out in terms of visual presentation (like changing text styling for different text lines to better communicate their emotions, or adjusting background colors). But due to this being my first Twine game, I've spend too much time on figuring out relatively simple things and thus were unable to get to the more advanced stuff and give more attention to details.  Hopefuly, with all the experience I've get, I'll be able to do better next time!

Thank you for the game!
Your game touches an important topic and is very sensitive about it, which I very much respect. I like how the illegal immigration problem is framed through personal drama. The writing is effective, and the whole interactive 3D scene helps to sensually attach oneself to what is happening. I also liked how in the dialog you can read the actual thoughts of the character you're playing and contrast them to the presented dialog options. This conveyed quite effectively the inner tension of the father, trying to calm down his son.
The sea, the sky, the composition of the screen, the sound effects and the text style all look very glossy and eye-pleasing, which contrasts with the whole subject matter of the story. I liked this contrast between calm and sunny landscape and tragic story, but maybe more could have been done to convey the main theme of the game through its audio visual elements.

Thank you for the game!
The visual craftsmanship is of the highest quality! I particularly liked how you managed to avoid all UI elements. This, combined with naturalistic lighting, rich texturing and great music created really cinematic experience. 
I wanted to write that lack of some of the traditional formal game elements, like results or winning conditions, made this game feel incomplete. But instead I will say that their absence enhanced the 'nightmare-ish' theme of the game very well.
Great job!

Heyho to you, Dezue!
Thank you for the heartfelt comment! This is game is indeed very personal, so I'm very greateful to you for giving it your time and effort and finding it worthwhile.
Just noticed: our games for this Jam seems to be worlds apart in terms of mechanics, themes and presentation style, yet we have managed to pick them out and enjoy them for what they are. 'Opposites attract' rule in action ;)

Hi Henry!
Thank you for the comment. I guess the game's emotion reflects  my emotions at the time I was making it. In other words, it would have been so awesome for me to wander around, but instead I has to walk a predetermined paths day after day and feel sad (for all the reason's I've mentioned in the game)

Thank you for the game!
I liked how you have no information of how long do you have to hold the mouse in order to move ship for a certain distance. It involves guessing and developing an intuitive 'feel' of the game. As soon as you start acting too impatient or self-confident, the game will punish you by making to start over. Not unlike in sex you have to develop a feel of your partner to get and bring satisfaction, and will spoil the joy if act too hastly. So the core mechanic corresponds to the playfully-sextual tone of the game perfectly ;)

Thank you for the game!
I liked how you have no information of how long do you have to hold the mouse in order to move ship for a certain distance. It involves guessing and developing an intuitive 'feel' of the game. As soon as you start acting too impatient or self-confident, the game will punish you by making to start over. Not unlike in sex you have to develop a feel of your partner to get and bring satisfaction, and will spoil the joy if act too hastly. So the core mechanic corresponds to the playfully-sextual tone of the game perfectly ;)