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Dasein79

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A member registered Jun 07, 2020 · View creator page →

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Looking at rubrics feels so nostalgic. I am taken back to a night in 9th grade to my Humanities unit on cities for which we had to make an essay and an annotated map. I finished the essay at 4am, planning to wake up in 2 hours to do the map, only to walk into advisory and be asked by my classmate Ali if I had done the assignment, at which point I woke up from the dream having not yet done the map and with only few minutes before I had to go to school. The pig sitting at the desk also reminds me of Aggretsuko’s aggressive, misogynistic, power-abusing boss, further twisting the knife of academic and professional anxiety that this game stabbed into my chest.

Why must there be points? Why must there be winning? Why must I concern myself with whether my grammar is correct or not? This game almost seems to present itself as a metacommentary on game review culture, but very little of it actually guides the player towards truly understanding what this metacommentary is even about. I might point to the almost satirical language in the rubrics, reminiscent of university professors who say things like “To get an A you have to blow my mind”, but by relying on such subversive tactics, the game becomes inaccessible to the general public, its commentary being accessible only to those who have had their metaphorical eyes metaphorically opened already.

While movements of resistance and criticism towards the status quo often need to exist in the shadows for the sake of the safety of those involved, I believe this game can take a much bolder approach and explode its message wide open, while still leaving enough room for player creativity. I think a good way for this game to commit to its mission is to migrate it to a platform that has enough critical mass to ignite an explosion of a discussion, like reddit or YouTube. Within the safe confines of itch, I do not feel comfortable giving the game more than a pig’s tongue - an appetizer at best.

damn, this devlog slaps. truly expands on the game and makes the narrative hit... when otherwise it might've gotten lost in the repetitive of waking up in ur house to do a couple of pointless but necessary chores and then go back to sleep so u can wake up and do it again the next day

Happy to hear abt ur interview!! :))

Last time I played the game I played it on mobile, which reminded me that pico-8 has that in-built pause menu from which you can reboot the cart... and since the map is so much larger and feels so much more RNG dependent, that time and this time I ended up rebooting the cart till I got a map that I was actually able to read or that didn't instantly send me to the top left corner with no other option, or that just didn't seem horrible overall...

Maybe it's time to ditch the randomness? Maybe it's also time to not make it a game about rushing..? I constantly die in ways that feel unfair because I'm rushing ahaha. Both because of the timer and because of the candle running out. A premade map could have more specific challenges that make the playthrough a bit more... idk what. More spooky less gamey?

game becomes gamey game ahaha

the biggest change for me this time was the one thing that happened to me was that i became hyper aware of the score counter this time... so much so that i had to go look at the other devlog to figure out whether it was a new addition or not, because u didnt mention it here ahaha

it felt like after playing the game for a few rounds my brain had become more proficient at scanning a maze and plotting the path to the candle and the exit way more than its proficient at looking at a paragraph and figuring out what it says. i started frantically pressing on the keyboard to reach the exit as fast as possible, knowing now that the light would eventually fade away. my frantic pressing made running into spikes a very real possibility, since suddenly my min/maxer hyper gamer mode activated and i NEEDED to get that high score (omg u should add a leaderboard at the end :o)

but yeah, it's really interesting how u made the spikes by replacing walls, but in my brain the spikes really just felt like paths that i wish i could take but my brain has to put in extra effort to be like nooo, u cant. i def ran into spikes way more than i ran into walls lol

I like how this game plays on the idea of a story we already know the ending to. We know the story of Theseus and how it's supposed to end... but also an algorithm has brute forced this labyrinth in the process of making it... and then the game shows you the whole labyrinth and where the exit is at the start of every level.


But then, the true ending never comes...


Except this game does sort of have an ending. I had no idea you could keep walking after the light died, so I just stopped playing. I thought the game was saving me from the missery of this sysiphian task lol. As a player, the game does have a clear ending. As a world, as a story, it paints a portrait of endlesness.

its so dark...