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Lotrh

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A member registered Feb 29, 2024 · View creator page →

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It is really unfortunate that I collected every single can in the bitsy game and had to skip through each of the messages for no reason. But also very funny cause I did it to myself. I really like how you have a variety of endings from neutral to true to special but they all really just end the same way with the player in the same mindset. Perfect way to stick with the comedic tone of the game and also slightly poke fun at video games always feeling the need to have different endings.

The music/background noise in this was amazing. I loved how it started off as a clear song but as the days went by in the house, it slowly turned into a more mechanical feel that sounded less like a song and more like weird background noises. At first I thought the pivot into a woods chase horror segment didn't really connect well with the intimate plot of the first half, but now I can see that it does a good job of further representing self-destruction. I was going to replay it to give more notes, but you succeeded so well in your tone that I can't bring myself to. 

You did a really cool thing with the interactive elements of the game. For a lot of games in general but especially in Bitsy, the player usually feels the need to find every interactable object in the game so they can observe the entirety of the story. By making most figures disappear whenever the player walks over them, you're subverting the idea of exploration by providing it with a negative outcome. Grouping that with the fact that the player avatar is designed the same as the soldiers that come in the "last" room, you've done an excellent job of communicating a message with the minimal visuals that a designer can get away with when using the Bitsy engine.