Beneath the Surface by Snoother
Violence, hyper-masculinity and North Korea: a game to make you hate gamer power fantasy.
Surprisingly, I completed it well within the time limit. I'm pretty happy with it, and even managed to write an original score. So please do wear headphones.
The tools I used: Twine, Sibelius 6, Cubase 5 and GIMP. The source code is included in the zip file.
Surprisingly, I completed it well within the time limit. I'm pretty happy with it, and even managed to write an original score. So please do wear headphones.
The tools I used: Twine, Sibelius 6, Cubase 5 and GIMP. The source code is included in the zip file.
| Download (Win/Linux/OS X) | http://snoother.itch.io/beneath-the-surface/download/oX6m8EI8CueM6H93RsUp0aumbg389c6uIoEF8628 |
| Post-Mortem (spoilers) | http://www.ludumdare.com/compo/2014/05/04/post-mortem-59/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33841 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.67 | 157 |
| Audio | 4.05 | 26 |
| Fun | 2.62 | 899 |
| Graphics | 2.48 | 1007 |
| Humor | 2.72 | 376 |
| Innovation | 3.41 | 320 |
| Mood | 4.11 | 29 |
| Theme | 3.06 | 733 |
But I did it!
Easier to just play online, when you do Twine games.
Like that you worked with the graphics, and implemented something more than just text...
There were some some major problems with the audio in the web version, so I took it down. If I can fix it I'll put the web version back up.
(Good game xD)
So, my considerations about the development. You could upload the game to let us play it online, there is no reason to make a zip of a html file! I know that sounds have big size, but they are pretty simple, you could make a low quality version of them.
I also wished more options, I mean, not options to change the story, but to know more about the people there, the place, or even me. I would like to know more why I am f***784ng doing these terrible things, however, I think knowing more about myself would spoil the experience.
Good job, I think is the best game I've played here so far.
I'm working on trying to get web version up, but it looks like it isn't going to happen -- Twine really doesn't make it easy to confidently set up the audio stuff online.
On the story questions... I'll probably do a post-mortem at some point that will likely address that. I don't really want to do it in the comments for fear of spoilers.
The music, the writing, it's really great. Nice experience.
And thanks for the extremely nice comments. Really made my day.
Ah, ah, ah! I feel powerful...
One of the best Twines I've played.
I'm gonna go take 7 showers now...
Or is this the kind of game...
that plays you?
Did any of us really win?
"This was not a game to play before going to bed. I don't think I'll sleep well tonight knowing what I've done." Haha me too! ><
Thanks for playing!
One of the best games I've played. Brilliant atmosphere and great sound. The perverse and nearly erotic descriptions are perfect. 5/5
It's also a bit more than just the hyper-masculinity of violent video games. It's intended to more broadly depict what lies beneath the surface of an FPS: themes of enemy powerlessness, vulgarity, absurdity and, yes, masculinity. (If you want you can read the post-mortem, if you haven't already, though admittedly it may not be the most riveting of reads.)
I hope that doesn't come across as defensive; I just wanted to clarify a few things. And goodness knows there are things I'd like to improve about it.
Anyway, thanks for playing and taking the time to provide some criticism. When I get a chance I'll check out your game -- it looks fun.
Making the player powerless to control the unfolding story, I have difficulty laying the blame for the carnage on anyone but the game designer. I don't personally feel culpable because I didn't know what I was getting into. While I certainly think the FPS industry has its share of blame in the culture of violence-worship, the players definitely know what they're getting and clamor for more. Ultimately if I felt complicit with you in how the story unfolds, I would feel more affected by the horror.
In any case this may be nothing more than "one man's opinion", but I've tried to articulate it as best I could. I certainly laud any attempt to tackle a serious issue in a creative way.
I have to admit I had to limit agency because I just didn't have time to write various methods of kills and the like. It is something I'm considering improving upon in a post-compo release. Consdering it's a game about powerfulness, the lack of agency is certainly a problem, and I don't think this had quite occured to me until your comments
In any case I hope you do expand on this idea because it is really compelling. Feel free to ping me on Twitter (@JavadocMD) when you do; I'd love to check it out.
Still excellent though, really well done.
The game feels unfair. When I played it, I wanted to quit, but not because I was disgusted, but because I felt like I was being punished for doing things that I wouldn't have done if I had a real choice. I was being punished by my conscience, by reading a horrific paragraph detailing my atrocious acts, just because I chose the kill option instead of the wound option. On the one hand, I wanted to kill these people, thinking of their crimes against humanity, but then, I don't want to kill a ten year old! Why can't I choose to spare him?! As you can see, this game had a very negative effect on my. If there's one thing your game failed at, it's invoking guilt. I could continue playing the game because I knew that I had no responsibility for my avatar's actions, thus creating a disconnect.
Yeah, the lack of choice is something other people have criticised too. It's becoming obvious that it's a bigger issue than I initially thought. How can I expect a game to
So, where was I... oh yeah: How can I expect a game to elicit a strong moral response when the player feels no responsibility for the actions? At the same time, I don't want there to be a way to evade the vulgarity of it. Somehow I have to make the player feel as if they had a choice without actually giving them one, which is really damn hard.
Plus, I ran out of time. I kept abstracting ideas so that the game could be made within 48 hours. And the result was the "Kill" and "Wound" choices that are nothing more than grotesque flavour, I admit. The scene prior, with the guy in the bed, is more towards the direction and level of agency I had initially intended.
Anyway, your criticism is really helpful. And it's something I definitely want to address in a post-compo version. Who knows when I'll actually get one done -- so many other projects to complete and so many school essays to write -- but I'm determined to revisit it at some point.
On the technical side, since the download is just for playing in a web browser anyway, why not host it somewhere so people can play it directly?
I had big problems with audio syncing whereever I hosted it online. I actually may be on the verge of solving the problem (not a programmer, so I'm really slow on the technical stuff), but there's only, you know, 5 days left. Regardless, over 70 people have rated and mostly all commented on te game, so it hasn't been too much of a problem.
I'm giving you full points for mood, because it's only fair, but this game (like Notch's game) felt like "let's make a feel bad game" and I just don't get the purpose of doing that. If something is going to be dark/depressing it needs narrative weight and this whole game was a game to educate me on a lesson I and many others don't need to learn, and because it had such a deliberate focus to that end it just felt frustrating for me.
PS: Most people don't appreciate the value of a good font, I've done enough video work that trust me I do, so credit there and with the music. Writing was fine for what you were going for, but overall I'd say not my cup of tea (even keeping in mind that it's supposed to not be fun so much as illuminating)
I do think there's merit in purely making the player feel bad, but that's something I can only backup subjectively.
And thanks for taking the time to make some really helpful points! I really do appreciate it.
Thank you very much for being honest about my game! (The figth beneath the surface), I loved some sincere feedback on it, and yes I know I could have put 5-10 times more work into it. Your comment was one of the very best that I got on my game, many others are just nonsense or cheesy. I wanted to thank you again because you spent a lot of time writing the review of my game, (it's so long :) ), it seemed a professional review, well done, fight ipocrisy!
Wondering why there was no options to leave some people be, killing everyone felt pretty brutal.
Well written and beautiful atmosphere. Well done.