Forever Someday by TheOneThatNeverWas
*Forever Someday is a deep psychological experience about breakups and depression.
*Get to know the mind of the developer in the most sincere thing ever done by him.
*This is not a traditional game, it is an experience full of meaning and every design choice has a reason.
*Be open-minded, play at your own pace, try without hurry, pay attention to the details and try to understand what this game is trying to say.
*The sounds and the music are very important, so a headphone is recommended to full experience Forever Someday.
Controls:
*Mouse only
*Esc to quit
*Get to know the mind of the developer in the most sincere thing ever done by him.
*This is not a traditional game, it is an experience full of meaning and every design choice has a reason.
*Be open-minded, play at your own pace, try without hurry, pay attention to the details and try to understand what this game is trying to say.
*The sounds and the music are very important, so a headphone is recommended to full experience Forever Someday.
Controls:
*Mouse only
*Esc to quit
*drinks*
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.
Though it was surreal and artsy, its meaning was conveyed within the grasp of an idiot teenager like myself - and that was down to excellent game design (you) as opposed to the actual concept.
I thoroughly congratulate you on your entry and can't wait to see your work on future jams!
Do you have a twitter handle? (I wish to keep up with the awesome)
I look forward to seeing more games from you!
The style and the music is oustanding.
One technical thing: I played through the game and clicked the 'quit' button at the end and then the game crashed and I got the Windows 'send error report' dialog.
But describing your own entry as "a deep psychological experience", "full of meaning" etc. is kind of overkill, no? You should let the game speak for itself.
I guess because of the fact that we were playing in such a low screen resolution, some things were harder to figure out how to progress the story. That often muddled our experience. Perhaps because of this, the later parts felt less effective than the beginning, where the interaction was more obvious. The ship part in particular felt frustrating, while the knocking part I was most indifferent with.