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A Mother in Festerwood

rated 3.67 / 5 stars
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Adventure - Other

Credits & Info

Jan 30, 2011 | 9:48 PM EST

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Adulthood 5 Points Bring up a child to his adult years.
Teenagehood 5 Points Bring up a child to his teenage years.
Monster Slayer 10 Points A medal for children who kill monsters.
Motherhood 10 Points A medal for empty nesters.
Treasure Hunter 10 Points A medal for children who seek out gold.
Momma's Boy 25 Points A medal for children who hardly leave their mothers.
Warrior 25 Points A medal for children who can clearly handle themselves.
Magic Pink Man Secret Medal: Unlock this medal to view its details!

Author Comments

Although the world habits dangers of violence and gore,
a young child's task is mostly to play
and to explore.

The job of a mother involves knowing when to hold your child back from the dangers of the world, and making sure the child can handle himself when he becomes too old for you to keep him.

+ Use the mouse to control the mother.
+ You can keep your tiny child near your home protecting him from danger.
+ Letting your child explore alone allows him to gain experience and eventually be able to handle himself.



Rated 4.5 / 5 stars

Is warrior even possible?

Every time I start I leave the child as soon as possible. When he survives, he still isn't a warrior. How do you get the warrior medal?


Rated 4 / 5 stars

Fun but challenging

Yes, alright, he's a kid, and it's sort of expected that he'll be a bit of an idiot for a while. But a kid who's 15 shouldn't be running off to get eaten by bears. Some sort of AI that would at least make him run away from things that can kill him would be nice. As it is, he basically charges out into the woods and gets attacked by bats, spiders, and dragons as soon as you let him out of the circle.

With some practice and some luck I was able to do fairly well and keep him alive for a long time. Never was able to get the warrior medal but was able to get the other ones without too much trouble. Great concept but could use some tweaks so the child isn't so random.

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Rated 4.5 / 5 stars


I love the concept, but I had a very nasty glitch. Whenever the child would get to be about 20 the game would restart itself constantly, over and over again. Moving the mouse would cause it to restart. I have no idea what it's connected to. The medal pink man would keep popping up over and over. Other than that, great game.


Rated 5 / 5 stars

Put things in perspective for me.

After finishing this game, I cried.
Growing up, I never really had that good of a relationship with my mother, and this game finally made me see things her way.
The forest, in a way, is an allegory for the real world. As the mother, you watch your child grow and eventually prepare himself for these dangers. However, your purest intetion is to make sure that your child is safe, if he can't fend for himself, and he dies while trying to, you have failed in your mission.
See, I never truly understood how this felt until playing this game. Growing up, I thought my mom was just being a bit of a control freak. Now, I see that she was only trying to keep me safe.
This game made me realize how easy my mother has been on me in recent years, and how little credit I've given her for it.
Mr. Breed, I thank you for making me realize what I have been oblivious to for the past 16 years of my life.
Keep up the great work, my friend.

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Rated 3.5 / 5 stars

Solid, Interesting, with lots of Potential

What you have done, Mr. Breed is to marry the adolescent with the adult. Playing this kind of game is an entirely different kind of adventure. Most all of our exciting media is rooted in the ideas and fantasies that occur during adolescence. It stands the test of time and I clearly don't mean to imply that games that I describe as adolescent are bad. They just don't evoke the same kind of motivations. Most games are about achieving things. This one is about protecting something... well, nurturing. I really enjoyed the fact that you made this in response to your mother's situation. I would say that it takes talent and an outside the box approach to creating games that exist outside the typical realm of... EXPLORE, FIGHT, SURVIVE, etc... exciting but transient and fleeting experiences.

A game like this, your actions become less and less important over time but you feel the constant desire that you WANT to do something. Maybe out of boredom for some, but out of the intrinsic motivation of a protector rendered obsolete.

Suggestions for game mechanics.

As it is, I think there should be a little more strategy involving being able to guide/push the kid out of the circle towards treasures or enemies that he is strong enough to handle at the time. Of course, you really should add like a "dinner's ready" yell, mechanic... that has a chance of making the kid come back within the homestead's area should he be in earshot.

Something to spend money on. Food, medicine, fences. Things that would benefit the growing child (such as nutritious food for a stronger child, restore health up to a max hp, fences/gates the player controlled character can move to and open or close until manipulated again).

The option to have a second or third child. I'd like to see a two player option where a Father is present and when needed can go from making money for the family to spend (in addition to treasures being found by children) to being capable (while father is still young enough to do so) to assist in the wilderness should the child wander off too soon. Limited use of these abilities and less effective over time, of course, would be the cardinal rule to balance this new mechanic.

I like the sibling idea because trial and error really is how parents learn to raise children. I'm the elder of two brothers, and though we have distinct differences in innate abilities (base stat builds) the tradeoff's come in two ways. First children can count on their parents help more, as they would be young together for a while, even as adults. Yet, younger children could pull from more funds and have more experienced parents. But the elder children should never be able to be controlled... and you could add a parameter to determine the likelihood of an adult child to return home or to aid a family member.

The mother and the home should not always be safe. Eventually the player(s) will be helpless and they will depend on their children to protect the homestead. But why wait? Mom and dad's stats continually drop with age, as the children's continually rise. At first, mom and dad can fend off attacks, (or should father or mother die, or abandon the family *disconnected*) defense structures beyond a fence, like traps could be laid out, or maybe a magic rune turret or something that would function as a mounted defense on a fence or other structure.

Well, anyways, I'm running out of characters. I like this, and see a lot of potential. As someone who plays a lot of games to experience new things vicariously... something other than the flavors of the adolescent part of life are really rare in a lot of mediums, gaming especially. This can be done as good or bad as you want... because I don't think it should be -anything- like a "train your little guy" game. Your child can't be controlled, only supported and appeased.

I thought I noticed the mother's hair graying in this, and it really made me come up with a lot of these ideas at once. Overall, good. Gratifying to succeed at. Could be developed into something AMAZING and UNIQUE.

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