Really sorry to hear about you having MS. And diagnosed so early too, very rough. Really impressive that you are juggling this stack, game design and managing it. That's a lot.
Thank you for writing such a personal account of a game that resonated with you. I really love how grief and more darker emotions are being explored more readily in games, its a real maturing of the medium.
And I really like the application of there being no map here, and the player having to navigate themselves. Usually I'd rail against that as a UI flaw, but as you point out its an artistic decision that semantically ties in with the game.
Anyway, thanks for the piece, got me thinking! Which is always a sign of good writing.
It's definitely a lot but when you're self employed it becomes easier. I get to decide where I put all of my time and that helps so much.
I think games have hit a point, like film did decades into it's existence, where they're exploring different, much darker, themes that only used to be explored in other mediums. It's quite interesting. And the parallels of progression between film and games is very intriguing and when you've studied film, like I did in college, you can really see how similar they are.
I agree that I would usually hate not having a map, I actually do in an upcoming review for another game, but thankfully here I was able to figure out quite early that the basic structure is just right, upper right, left, upper left (not necessarily in that order). It helped since it's not as twisty as some other games out there.
I'm glad my writing could get you thinking! That's a massive complement and makes me incredibly happy!
After I made this comment, I went to Steam to look at it and saw the trailer. Your screenshots showed a beautiful game, but it's nothing compared to seeing it in motion. Breathtaking.
The screenshot definitely don't do it justice, it's the motion of the art that is a core part of the experience. I'm glad you added it to your wishlist!
Really sorry to hear about you having MS. And diagnosed so early too, very rough. Really impressive that you are juggling this stack, game design and managing it. That's a lot.
Thank you for writing such a personal account of a game that resonated with you. I really love how grief and more darker emotions are being explored more readily in games, its a real maturing of the medium.
And I really like the application of there being no map here, and the player having to navigate themselves. Usually I'd rail against that as a UI flaw, but as you point out its an artistic decision that semantically ties in with the game.
Anyway, thanks for the piece, got me thinking! Which is always a sign of good writing.
It's definitely a lot but when you're self employed it becomes easier. I get to decide where I put all of my time and that helps so much.
I think games have hit a point, like film did decades into it's existence, where they're exploring different, much darker, themes that only used to be explored in other mediums. It's quite interesting. And the parallels of progression between film and games is very intriguing and when you've studied film, like I did in college, you can really see how similar they are.
I agree that I would usually hate not having a map, I actually do in an upcoming review for another game, but thankfully here I was able to figure out quite early that the basic structure is just right, upper right, left, upper left (not necessarily in that order). It helped since it's not as twisty as some other games out there.
I'm glad my writing could get you thinking! That's a massive complement and makes me incredibly happy!
Another one for the wishlist, thanks for the recommendation
After I made this comment, I went to Steam to look at it and saw the trailer. Your screenshots showed a beautiful game, but it's nothing compared to seeing it in motion. Breathtaking.
The screenshot definitely don't do it justice, it's the motion of the art that is a core part of the experience. I'm glad you added it to your wishlist!