Like a Fairytale by Saf
A girl remembering the best days of her life through the screen of an ECG machine, while she is being treated for terrible mishap.
A short story of love and loss, open to interpretations.
A short story of love and loss, open to interpretations.
Ratings
| Coolness | 52% | 3 |
| Overall | 3.44 | 314 |
| Audio | 3.06 | 342 |
| Fun | 2.56 | 979 |
| Graphics | 3.33 | 400 |
| Innovation | 3.42 | 345 |
| Mood | 3.97 | 25 |
| Theme | 4.03 | 140 |
It might be that iv missed it but it would have been nice if different things happened depending on how you move/catch butterflies. Still I really liked it! :)
Really liked this one, touching
Well done. It seems to be more an experience than a game, or is it?
And it's a compo entry, well done !
The whole game is just don't fit together for me.
The story is like any other sad story we can read in newspapers. It has some character to it only because it's told to player by someone who is in trouble. We have some details and random thoughts, but it's all. There's nothing making this story different from thousands other sad stories, nothing saying us why this story is unique or even just notable.
Gameplay is from another universe. It's perfectly themed but the mechanics fights with storytelling. If you concentrate on playing you just don't read. Otherwise you have to constantly switch between playing and understanding story. Either way you're loosing the story.
There are a few small things that break the mood. The monitor looks great, but the trail looks wrong. Everything about it - it's length, it's width, how it moves. Acceleration on left click looks cool thought, but I've found it only on my third playthrough. Btw, the ECG is normally on the same side of the bed where the head is.
The heartbeat sound helps a lot. Splash sound ruins everything (when the Heart touches butterfly). I don't know what she's doing with butterflies but I'm sure she's not killing them.
Personally I prefer to tell stories by visuals, not by text. This is because on visuals you don't have to make a choice between length of the story and lack of details. You can make most important things obviously seen and add any amount of additional information by small details without forcing the player to read it all. Those who are interested to know the story better will find details they are looking for. Those who are not interested won't be bored by something they don't want to know.
Please excuse me being so critical. This is because I'm touched by your game and I was expecting more than I got from it.
I don't think you've done bad. I bet you can do better.
One of my favorite games is "To the Moon" by Freebird Games. The story in beautiful there. Check it out, I think you'll like it =)