I am unsure if that is intentional, but the abysmal movement, awkward conversations, and the construction cones half-submerged into the walls perfectly captured the horror of the UK suburbs.
This was a game created in 5 days and while I don't know these developers personally and didn't work on the game myself but I think it is really well made for 5 days of work and definitely one of the brightest games in this competition.
I understand your critique of it being a bit too heavy on the walking aspect but I disagree that it is abysmal. I had fun seeing all the different routes and the background ambience was very calm and soothing.
As for the cones being submerged into walls, it most likely wasn't a large priority for the short time period of this game.
I am unsure what makes it bright - perhaps I missed some amazing aspect? The variety of routes is the simplest element any navigation-based game could offer; the environment is bland and uninteresting. Even copying this block and covering the empty plane with it would have been something.
What I called ‘abysmal’ in the endless walking is the combination of its speed and the focus on it. It is a possible game design decision, absolutely, and it does fit the meditative nature of the game. However, the environment - to me, at least - feels borderline distressing in its repeating patterns and clear irreality. If it is a meditative game, I do not see what to meditate on.
Perhaps, I am the problem. I find this environment design lazy and careless, and fail to see any substance to this game. Do explain if I miss out on something great - I will admit my blindness.
← Return to game
Comments
Log in with itch.io to leave a comment.
cool game love the art style
A really wholesome and cute interpretation of this year’s theme. Really loved seeing all the different breeds of dogs which was a super cute detail :)
I am unsure if that is intentional, but the abysmal movement, awkward conversations, and the construction cones half-submerged into the walls perfectly captured the horror of the UK suburbs.
This was a game created in 5 days and while I don't know these developers personally and didn't work on the game myself but I think it is really well made for 5 days of work and definitely one of the brightest games in this competition.
I understand your critique of it being a bit too heavy on the walking aspect but I disagree that it is abysmal. I had fun seeing all the different routes and the background ambience was very calm and soothing.
As for the cones being submerged into walls, it most likely wasn't a large priority for the short time period of this game.
I can see a lot of love and care put into this.
Was there love put into this? Unquestionably.
I am unsure what makes it bright - perhaps I missed some amazing aspect? The variety of routes is the simplest element any navigation-based game could offer; the environment is bland and uninteresting. Even copying this block and covering the empty plane with it would have been something.
What I called ‘abysmal’ in the endless walking is the combination of its speed and the focus on it. It is a possible game design decision, absolutely, and it does fit the meditative nature of the game. However, the environment - to me, at least - feels borderline distressing in its repeating patterns and clear irreality. If it is a meditative game, I do not see what to meditate on.
Perhaps, I am the problem. I find this environment design lazy and careless, and fail to see any substance to this game. Do explain if I miss out on something great - I will admit my blindness.