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