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Game made for the Ludum Dare 36.

Truelly WEIRD game about the *boring* life of a gas station attendant.

*Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise*
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*Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise*
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*Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise*
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*Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise*
*Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise**Noise*

https://soundcloud.com/beicoli/gasoline

edU Verz - Design, Code, Art
Bakir Khawam - Art, Writting
Beicoli - Music
Pablo Martín Atanes - sfx

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I felt that fueling people's cars, talking with them, helping them, uplifting their moods is much more fulfilling and interesting then lonely and non creatively killing them. Helping people is warm, makes you integral in life, killing innocents for no reason is sad, cold, pathetic and boring. I cannot share the sentiment of this game. and I feel 180 degrees apart from the author about what is boring and what is not.

Was there some change in the radio when players starts to kill? Since you gave option to turn that screeching thing off, I did it and entertained myself with nice acoustic guitar instead, s I wouldn't know. Way to allow players miss the (faux) point of your game.

The only nice thing I can say about this game is the art.

I enjoyed this game.

I thought it was pretty abstract. I liked the tension the bird character created, and the insidious and kind of creepy/crazy tone of the game. I felt as if the non playable characters were meant to be seen as kind of passerby individuals/mundane day to day people you encountered. It's clear we're obviously playing some guy who is probably insane if he thinks killing people stops the noises and brings songs to his ears. I think you manipulated/coerced the player well into making it easier and less hesitant to kill/shoot the gun, and that is the real genius of this game.

The only part I did not like was the final scene.I felt like there was no transition to know that was the ending, so when I had the gun in front of all those people, and I kept clicking and they were changing characters, I was not sure if I was supposed to shoot and kill them, like it was another part of the game, or what. Then I realized that scene was the finale of the game, and I am guessing that the goal of that scene was to show the player to face the humanity of all those people (well, animal people) they killed off without blinking an eye in order to "stop the noise," and feel sort of a remorse for that (evidenced by the sentimental piano music with a woman singing somberly). Maybe my interpretation is off, regardless though, I think that scene went off a little too long than needed and maybe you needed something else to tie it together. I felt as if you really wanted the whole song to be heard or played until the game officially ended, but in my opinion I felt the song was a little corny/expected.

I don't know why, but I just keep coming back to this game. It's so unique and there's just something special about it. The pixel art is amazingly done and the fact that something like this was made for Ludum Dare is just surprising. I honestly don't know why people are giving it bad reviews other than the glitch reports (which I have played this game at least 4 times now and have had no glitches happen). Sure, it may be short, but it doesn't matter how long a game like this is as long as it gets its message through, and this game did that so well it almost makes me 'cri everytiem'.

Super glitch for me. The guy right at the start keeps glitching into grey blobs of pixels on the screen, and has a different shirt on everytime he reappears. Then the whole game screen started to do the same.

The art style is fantastic. The rest of the experience maybe a bit dragged.

Credits & Info

Views
50,188
Faves:
179
Votes
931
Score
3.09 / 5.00

Uploaded
Aug 30, 2016
9:10 PM EDT
Genre
Simulation - Job
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