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Reviews for "Subcon Introspection"

i like that you added that quote at the end.

While I can see where you tried to touch on some pretty deep and complex themes here, I find the game in general to be lacking both on a thoughtful level and on an interest level. I think the themes you tried to convey are simply too untouchable for the setting you put them in. This game, I feel, does not explore what your description claims it is made to explore. Instead, it merely glosses over them, almost just kissing them as it passes by, unscathed. There could have been more here.. something more than a commentary on the banality of some "art" games, on the metaphysical exploration that many indie games slog through these days. You cite inspiration such as Sartre and Kafka, but I cannot see that inspiration here. Your quest to simplify the ideas of the writing you mention has diluted them to the point where they are neither effective themes or useful game elements.

I wanted to like this game, but it seems more like a parody or a spoof than anything else. I'll give you 2.5 stars. The programming and art style are good, but not great. The overall theme is tired and simplistic, saying everything while saying nothing at all. The three-act style is effective and strong, and does well to keep the player's interest, despite disappointing gameplay.

Thanks for making the game! I know my opinion of it isn't terribly positive, but I appreciate the work you put into it.

squidly responds:

Alright, first off, thank you for this.

As for the idea of this being a parody - simply put, it is not a parody. I was just anticipating that people would consider this "another stupid indie art game." And lo' and behold, it happened. Truth is, I'm sick of parodies, 2 of my last 4 games could be considered a parody, parodies are simply unoriginal.

Now, this game definitely did have the ideas of the aforementioned authors. In a lot of cases, it was subtle, and you would have had to have the conversations done in a proper English class to understand the allusions in some cases, but it's there.

As for the theme, perhaps it is tired, perhaps it is not. I'm not saying nothing, that's the issue. It's certainly not nothing. I made this game with a something, I always do. The thing is, I can't control what that something is, I learned that from Second Wind. I tried to make something so specific, that every detail had attention paid to it.

There are choices in this game, they are there. You can always choose to do something, the game is always saying and showing something different. I wrote an entire paper to go along with this that I think you might have an interest in. I would certainly like you to PM me so we can continue this conversation.

Me gusta!
But y you do like that!
Has my ass kicked off?

You might want tell the player to click to focus or else the space key will just page down.

squidly responds:

And that gave me a 0?

That's a given :/

looks promising, chap.
o/