Let them live by MaTX

[raw]
made by MaTX for LD25 (JAM)
The goal of the game is to let its characters live. Can you manage to do it?

Ratings

Coolness 92% 2
Overall(Jam) 3.34 101
Audio(Jam) 3.37 71
Fun(Jam) 2.17 288
Graphics(Jam) 3.50 113
Humor(Jam) 2.05 246
Innovation(Jam) 3.69 28
Mood(Jam) 3.78 22
Theme(Jam) 4.07 20

Feedback

mikemacdee
18. Dec 2012 · 04:29 UTC
unexpected twist on the theme. in that regard, nice job!
ArkadyDracul
18. Dec 2012 · 08:23 UTC
It's like "The Sims" but the evil dev way :D
ananasblau
18. Dec 2012 · 13:05 UTC
Nice one, interesting twist. For a short moment during playing it was wondering: Why don't those people mirror in the water like the ship and the boxes?
bigbadwofl
18. Dec 2012 · 13:09 UTC
Very well done. I love it.
Digiraze
18. Dec 2012 · 13:38 UTC
Very stylish and artistic.
degtyarev
18. Dec 2012 · 13:41 UTC
Conceptual)
lotusgame
18. Dec 2012 · 13:48 UTC
Is it a game ? I'd rather consider it as a philosophical revelation of player being condition. I like it :)
raincole
18. Dec 2012 · 14:06 UTC
The music is very touchy. I thought it's about extraordinary lives, but your idea is out of my expectation.
Cell
18. Dec 2012 · 16:49 UTC
Loved it!
tumoxep
18. Dec 2012 · 16:50 UTC
Wow! I get it. Fives in all fields.
BrothersT
18. Dec 2012 · 16:54 UTC
Nice one. I didn't see the, "play the game twice before reading spoilers bit" but it's a good mechanism to stop people from trying to figure out how to win for too long. I was pixel hunting for a while :P
hadesfury
18. Dec 2012 · 16:55 UTC
Nice idea. Very meta ! Of course, the limited interaction makes it really hard to do as they ask. I sincerely hope the player doesn't close the windows on US on December 21st ;)
Manest
18. Dec 2012 · 16:56 UTC
Well... it's a no-game, but realisation is realy nice.
Love music and art.
emveyh
18. Dec 2012 · 16:57 UTC
Wow, interesting. So the garbage collection is the villain?
BlockBrains
18. Dec 2012 · 16:59 UTC
Well, that was different! Nice!
naufr4g0
18. Dec 2012 · 17:03 UTC
The evil is inside you, and now you know it! :D
I love the concept of the game and the music is pleasantly melancholic.
mrspeaker
18. Dec 2012 · 17:15 UTC
Very nice work. Maybe it'd be better if you had a "quit game" button inside the game, rather than the spoiler?
oldtopman
18. Dec 2012 · 17:25 UTC
Flawless game. Gave me the chills after playing. 5/5
bechsen
18. Dec 2012 · 18:06 UTC
Nice Twist man!
Pierrec
18. Dec 2012 · 20:54 UTC
This is a very clever idea, but very hard to make it works. If you hadn't wrote "play the game twice" I wouldn't have and would have quit without understanding, but because you wrote it, I guess what would happened (and I was right).
This should be intensively frustrating!

A good way to make it works might have been to open a new browser window/tab when the game closes, but I'm not sure it's something possible.

Anyway, you got my deep respect sir!

(Oh yeah I forgot : best take on the theme I've seen so far)
Tavrox
18. Dec 2012 · 21:27 UTC
Really interesting. The concept is really interesting but that looks like a lazy way to do that. I would have loved if you let that idea live in another way like creating a link between chars and the players or make them action that would adress direct to him.
AdventureIslands
18. Dec 2012 · 22:25 UTC
Really interesting take on the theme. I wonder if the characters could have talked a bit more, perhaps converse with the player more about themselves, so you could have grown attached to them and the twist would have been more painful. Anyway, great job!
Eniko
19. Dec 2012 · 07:49 UTC
Really cool twist and interpretation of the theme. I was wondering what you could've possibly done with it in 6 hours, but I was pleasantly surprised.
dsoft20
19. Dec 2012 · 14:39 UTC
Nice interpretation of the theme :D
Izitmee
19. Dec 2012 · 15:25 UTC
Uhm, I don't want to sound too harsh, but... With some irony and some levity this would've been a funny out-of-contest (since this is obviously not a game) divertissement. Instead it appears to take itself too seriously, thus ending in a bland and immature speed-take on a philosophical concept that has already been widely dealt with in every possible medium, games included.
atraxgames
19. Dec 2012 · 16:38 UTC
Outside the box..
StoneMonkeyStudios
20. Dec 2012 · 02:52 UTC
http://www.channelate.com/2012/02/13/lifes-a-dream/

Meta. Haha...
cwilloughby
20. Dec 2012 · 08:50 UTC
Great concept. Like the art and audio a bunch. The twist rocks.
caribou
21. Dec 2012 · 09:59 UTC
While i agree with some of the rant of Izitmee i still think it's a really good idea and i actually had fun experiencing it. I share his thought about the game being a bit too serious that it feels uncomfortable reading the explanation.
ramoncb
22. Dec 2012 · 23:18 UTC
was a very different experience =O
quite unique for me

you should invest in this concept with something more acceptable for the masses...
maybe an adventure or some kind of puzzle with some live being, like a procedural character

sorry my bad english xD
blob
25. Dec 2012 · 10:25 UTC
I agree with Pierrec that it would work better if another window opened when you close the game.
🎤 MaTX
25. Dec 2012 · 16:30 UTC
If another windows opened, the program would react to your actions, while the player should be evil outside the program itself, by just closing the program, and not because the program said so.

In this sense, even the game over screen is a "failure", in a way.

Thanks for your comments :)
krutech
25. Dec 2012 · 19:10 UTC
Good job. Many clicks!
Sestren
28. Dec 2012 · 02:48 UTC
I find the concept really fascinating. I wish the execution had been better, but overall, I like it. I must admit, without the explanation, I never would have got it.
Falkreon
01. Jan 2013 · 23:09 UTC
This is really impressive. Really impressive. The atmosphere is intense. It's a vastly different approach to the theme than anything else I've seen. It's not just intensely meta, it's a feat of social engineering.

And then there's the fact that I left the game open on the second run, and it's still open as I write this. There's some lingering sentiment, perhaps, between wanting to keep the music playing, and hoping there's some way you can at least get a new group of people and keep them alive. People are not simple. Their motivations are not simple, and they are not, except in very limited ways, easy to predict. Yet you just got everyone here to miss three little pixel guys they just met. I think that's important in games - emotional connection. I don't get that from a lot of modern games, so thank you.
csanyk
02. Jan 2013 · 02:20 UTC
Novel idea, as an "art game" I can respect it, but not really much of a "game-game". It'd be interesting to see what you could do if you took more than 6 hours.
Cryovat
07. Jan 2013 · 21:17 UTC
It took me a while to get it (a lot of frustrated random clicking and keyboard pressing), but once I came back a second time, the frustration turned into awe. Chilling piece of work (in a good way). Good job! :)