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For Ludum Mini-Dare 20, with the theme "Greed."
This was a real mixed bag for me (I was lead here from TVTropes actually, this piece is a gem of a nightmare).
The game play itself is scary and makes me think of Silent Hill a bit. The fact he starts at as a cell and starts to consume it's sibling from the inside out until they are dying and the stillborn is ready to burst out of him and reign possible terror on the world. They want to be known and seen as existing but will only be seen as a nightmarish creature.
The audio was really cacophony and fit this game perfectly.
The game play starts slow and gradually gets faster as you grow bigger inside and see the person getting more and more sick.
Overall, scary and surprise seizure at the end.
My eyes HAVE burned from this. But I still rate it 4.5 (Because, no ellipse warning before...ya know).
Weird, This doesn't at all help my phobia of parasites, but it does make me reflect on how much of a asshole parasites are. *shakes fist*
Conceptually, I loved this. I dug the idea of something from within slowly destroying a host while said thing slowly gains consciousness. I like how that idea was conveyed visually with the early levels having an empty husk of a body and later on the organs and whatnot inside of the body are slowly defined by the thing. I specifically like that the icons changed because it gave a sort of unspoken denotation to the mechanics. Red is stuff you eat, green is what you discover. I also loved the poetic way in which the thing spoke giving the player what little plot was there.
However, I feel as though mechanically the theme of greed wasn't conveyed very well up until the final part. Having to mash the arrows in order to see which one lives or dies puts the player at the forefront of the struggle the thing has against the host. However, I don't feel enough was done to really convey the struggle to the player. Granted, the thing definitely said that we were struggling to "take back what was stolen", but nothing really felt stolen. Nothing was really done in the game mechanics to convey the sense of loss the thing was talking about.
At times, I feel as though the plot suffered from something I like to call "Art Game Syndrome". Wherein nothing is explained or contextualized to the player because fuck you it's art and if you don't like it, it's probably too deep for you. I get that there may be a want to leave something up to interpretation, but people interpret things if it's open or not. Just look at Holocaust deniers (HEYO!).
People like puzzles and figuring out things for themselves. I wouldn't want to insult anyone's intelligence by bluntly explaining every step. I'm really sorry if any of my games ever seemed like I was saying 'fuck you' to general audiences.
Bizzare yet beautiful. Simple yet deep.
A retro-inspired 2D Action RPG set in the distant future (DEMO)
Travel the world on an epic shark lifting adventure!
What happens after the final boss is defeated?
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