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The sheep is my favorite animal in the game. I'm not sure why.

I enjoy the rhetoric. I reminds me of meditation techniques that instruct you to concentrate on inhaling and exhaling rather than the arbitrary thoughts that come into mind.


So does The Button only improve an individual aspect of my real life once? What if I click on The Button more times than I have different aspects of my real life? Will it all get another subtle improvement?

The mixture of satanism, directly addressing an undefined player-character, and random rolls evocative of divination, triggers the traumatic fear of Hell that Presbyterianism established in me as a child. Eternal damnation is not something I can easily use rationality to destroy. Its lack of dependence on rationality makes even fictionally motivated demonstrations of divination such as this have a strong hallucinatory severity to it.

It's not the camera-movement when momentum starts, it's the lerp back into position once character-movement has stopped. I can reproducibly make myself slightly nauseous just by moving to the right just a bit, letting the camera slowly center, move to the left just a bit, allow the camera to slowly center, (repeat 10 times).

Locking the camera to the character would certainly solve it, but I wonder if there is also a way to implement the lerp back to resting-position that would take care of the problem. I don't know.

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I'm still making slow progress. I unlocked a new term tonight. I like how I don't have to worry about saving my progress if I can just remember the last term I discovered. Spellrazor implies that it can be psuedo-hacked and I keep trying things out that don't actually work, but there is something to be said about a game that evokes imaginary game-mechanics.

What have you seen of it so far?

There's some interesting stuff in the narrative that I'm trying to figure out how to apply to the game-portion. But I keep on dying. If you manage to make some progress, I'd love to hear about it.

itch.io community » General · Created a new topic Orchids to Dusk
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I just played Orchids to Dusk by Pol Clarissou. This was a wonderful piece about life/death. The message isn't anything original, but I was impressed by how it still feels sincere while being succinct. Originality is overrated imo.

The game's fiction talks about players getting nausea and headaches. To find the reference, type "secrets" in the console and read the entry for "April-3".

I typically have a hard time getting into faux computer-interfaces, but the unwieldiness of the letter-based spell-system lured me in. I found myself staying in rooms and testing out spells, and it was during one of these times I started noticing the messages. Before I knew it, I had exhausted a good amount of fiction and looked forward to testing potential links with the game-game. I'm really enjoying this. One thing that I dislike is the camera movement, I can see why everyone was getting headaches.

The saturated colors, arcadey sounds, and diptych of grids created a nice space to explore the logic of. I was interested in identifying the items I could unlock. Limiting those discoveries with dexterity and attention-bandwidth gave the knowledge some esoterism. I played five or so games just to see what I could understand about the unlock-grid and what those icons meant. I think it was an odd choice to not show the upcoming unlockables. Keeping the results a surprise makes sense when you reach the obstacle-column, but the sense of risk/reward would benefit from allowing the player to see the upcoming boons.

This felt like I was playing a children's book. The chunky silhouettes, heavy pastels, and platitudes worked well together to recreate my experience of browsing through a Caldecott-winner while waiting in the lobby at the dentist-office.

The duplicate shelves were a disappointment for me. I was hoping that every aisle would have it's own character.
I enjoyed this.

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I made a let's play.

What tool did you use to make your models? I like the human forms a lot.