Moving on is hard, and harder still when you cannot forget their touch, when you keep remembering their voice, when you keep dreaming about being with them, when they keep coming back to your door… This piece portrays the ache the heart feels about break ups, the guilt of letting yourself down when you succumb to your desires, or the agony when you try doing the right thing, pretty well.
I liked the formatting of the text, with the fading-in giving some dream-like experience or the shaking of the word when your hands tremble. The choice to colour the words spoken was also a nice touch. Having to click after almost ever sentence to reveal another added to the excruciating experience shown in the words.
Trying to enter a palazzo at the dead of night is not an easy feat. Less so when you start from a gondola and there are no clear way to break in. Maybe that door or the window would do? I really liked the interactivity of the game, and how the puzzle is quite simple… if you examine your environment properly. I would play a longer version of this game in a heartbeat!
This piece engage with conflicts in a group chat in a very humorous manner. Through the limited word count, we get to learn bits of the characters and their relationship between one another. I laughed a lot while playing it.
Allocate your brain space to some themes, so the universe can hear a poem. Rinse and repeat to find all possible poem combination (and get the highest score? - I got 23…)
I didn’t really vibe with it personally but the mechanic behind it seems interesting.
Seated inside a train (going nowhere?), you reminisce about your childhood and how you realised who you were and who you were not. Through a smart change of background, or the animation of the text, this piece takes a humourous and maybe a bit self-deprecating approach to dealing with uncomfortable memories…
In a vibrant green, this small piece about love, care, and artichoke is light and adorable. I especially liked the writing depicting a very strange but comforting fever dream. It was very cute!
A tragic (and well executed) allegory for substance abuse, and incidentally generational trauma, depict dark and visceral thoughts of someone trying to fight their personal monster. But those monsters rarely die…
The use of shaky text and change of background were a nice touch!
Creation and destruction. Opposite forces fighting to prove the other wrong. Creating civilisations in hopes that one sticks around, but doomed are they all, never surviving under your hand. Yet the other continues this Sisyphean tasks, unbothered, uncaring. A civilisation will be born anew, and so will continue the cycle. Unchanged…
As people change, so do relationships. While you might get closer with old friends, you might also drift away. Sometimes, a friendship is like a revolving door, here when you need it and gone the next. Sometimes, it’s a reminder of who you (do not) want to be. Always, you hurt.
I really liked the formatting of the text, and how it appeared. I slightly with the dialog boxes would fit the formatting of the rest of the game, but that’s minor.
“You will fail.” “Inevitable.”
The game tells you from the start you will not succeed. No matter your questions, no matter you determination, no matter… You will fail. It is inevitable.
This retelling through a minimalist and almost sci-fi formatting adds onto the tragic myth of Icarus. Really well done.