April 26th-29th 2013 :: Theme: Minimalism
Ludum Dare 26 — April 26-29th, 2013
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This game is pretty much my first game ever (with AND without Unity), or at least the only one I've ever finished. So let's say I was pretty happy with the theme (even if coming up with an idea was REALLY HARD), because it allowed me to do something really simple.
So, here's my ([very] minimalist) game -so minimalist it may not even be a game. Enjoy~
For more informations: http://tmblr.co/Z-S-Jsk2vifU
https://twitter.com/mickawesomesque
Downloads and Links
Ratings
![]() | Coolness | 71% |
#198 | Theme | 3.94 |
#353 | Mood | 3.15 |
#756 | Humor | 1.96 |
#795 | Audio | 2.28 |
#878 | Innovation | 2.70 |
#1145 | Graphics | 2.22 |
#1243 | Overall | 2.36 |
#1313 | Fun | 1.72 |
Comments
This would be nicer if you possibly increase the speed of movement.
Wow, the end was really interesting. It touched me in a strange way. Very limited though. Maybe more speed of movement?
Thanks everybody! :)
It seems the speed is a problem, so I changed it... but it might still be a little (REALLY) slow. It's just not the same if it you can go faster.
The idea (*my* idea) is that you have to go through the whole "journey" and, let's be frank, it's not a really big one! x)
As for the limited gameplay, well... I went for "minimalism". My interpretation is maybe too literal? In the first version, you could walk around almost freely and look wherever you wanted to, but this result is much more... emotional? Well, I guess it's up to you to decide about that!
A poetic and symbolic game where the only controls are to move.
I'd say that makes this as good as Dear Esther. :)
I like the symbolism. Perhaps a little more interactivity, more to discover that you then forget.
Like the game!
It's alright, nice touches with the audio but I'm not really feeling the depth that other commenters seem to have felt. It is a little poetic though, I grant you that. Keeps well to the theme.
I might simply be being dense, but I'm really not getting this. Seeing as there's only 4 different shapes in the game, I expected them too all have a meaning, but the sphere and cube don't really do anything for me. Are they there for a reason?
It's probably really abstract... sorry about that x)
I must admit I had this image of a platform leading to a big monolith, but then I started to add spheres (because it felt so empty...) and animations, to change one sphere to a cube... and one thing leading to another, I had this.
My initial idea was to symbolize life; not life as in "you're born, you do stuff and then you die", but moments. The cube is the symbol of physical things, knowledge or whatever, while the sphere symbolizes the feelings (you can hear heartbeats).
/!\ Spoilers(?) /!\
So here's my interpretation, knowing that you can totally see something else: when you play for the first time, the first sentence tells you what you can do, then you start walking and you get the message saying that you must leave, and then the one saying that you must forget. At the end, you're asked if you're ready (and you can only be ready xD), then you say you are and the title screen appears. You learn what the title is, and you can "press Enter to continue" and... if you do so, you start again at the beginning.
But, this time, you already know what you can do, and it can mean something else: "you have to move on". And you go through everything again, and again, and again... That's life.
So, after "playing" it, and reading that interpretation, I would totally understand if you hate it x)
Oooookay, so I played and then read the interpretation, but I don't hate it. I wouldn't say that is it much of a "game", even though it has all the characteristics of a game, but it's awfully short. But maybe, just mayne, this "experience" is something we might remember when other "games" are long forgotten. I also liked the soundtrack... :)
I liked but didn't understand very well. I walked a little and game over? '-'
Perfect for the theme but it's a little too limiting. Still you get the message through to the player quite well.
I see what you were getting at - and I like the concept. It reminds be a lot of "My Little Inferno" in that regard, but it really is lacking in the gameplay department and it's not very fun. I do think it's fairly well executed, I just wish there was more.
I really liked how the side objects got animated at the same time as the new messages. Lots of subliminal hints being played at here I think. If there was a category for "non-gamey games" I think I'd rate this better, or if there was more!
I think the message could be a little more clear, just the title didn't really cut it for me.
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Strangely impacting, though interaction is very limited.