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.
A personal piece about the yearning to talk to others about one's past and trauma without receiving judgement or pity from the listener. But it is also about wanting to feel seen without having others making a big deal out of those things (even if rationally those things could be a big deal).
Your friend has been plagued by a recurring nightmare, and you are given the choice to pull the information out of him or speak to a (his?) support robot. Either choice brings more questions than answers… This felt like a good beginning to a mystery, maybe an investigative one.
It has some potential. But I did find the formatting and prose hindering my enjoyment of the story…
In this endless game, you play an unnamed goldfish, waking up doing some activities (from a choice of 4), having dinner, and doing it all over again the day after. But doing the same thing again and again does not always yield the same result… It was simple, short (at least when I played), and quite fun!
A slick, simple and futuristic design, a life-or-death (well, more like almost-death) situation, and a comedic robot… that’s what this entry is offering. Through its shortness, and the grim setting, there are some funny moments, some frightening moments, and some touching moments. The two endings hit a nice punch.
Pretending to be anything else but a human and looking at human nature is always a trip. And this entry is just that. From its bright funky colours, to the strange backgrounds and icon, JNH takes you on a strange ride of looking at the strange creatures that are humans. It is done humorously (with some good-old self-deprecation, and physical comedy) and very funkily.
Creaking doors, muffled steps, tired sighs, accompanying an understated and bare dialogue between two individuals (former/current lovers?) going through the same conversation, a cycle unending. The rawness of the words, enhanced by the formatting and timing of its appearance, packs a very emotional punch.