Keep Hope Alive by joe40001
I was feeling extremely depressed and saw Ludum Dare was starting. Many people don't understand how impossible depression and anxiety can make life. It's much worse the later in life you are trying to get better.
I thought I'd make a lander type game to express this feeling, giving people the power to set their starting year, level of anxiety/depression, and personal history.

The game itself is an abstraction on reality. Being high up means life is good, being low means life is bad. Being far right means your are looking forward and achieving success, being far left means you are looking back and growing regret. There are opportunities and obstacles, and All of these things impact your Energy, Hope, Exhaustion, Depression, and Anxiety.

The poem after the menu page may seem like flavor text but it entirely describes the mechanics of the game.

When you reach 50 years old, your life from when you started will be summed up. Game is very short (~3min) so you can play it a few times and experiment with different histories and personalities.

(Left/right turns, up is thrust)
PS:
I know the programmer art is atrocious, I spent so much time on the mechanics not much could be done with the art. I'd gladly accept art help for a post jam version. All comments and feedback are welcome.
PPS:
Web version is identical to original except for 1 quality of life UI update. (It now shows if you are in good times/bad times)
Ratings
| Overall | 1394th | 3.423⭐ | 41🧑⚖️ |
| Fun | 1546th | 3.162⭐ | 39🧑⚖️ |
| Innovation | 208th | 3.897⭐ | 41🧑⚖️ |
| Theme | 969th | 3.769⭐ | 41🧑⚖️ |
| Graphics | 2220th | 2.526⭐ | 40🧑⚖️ |
| Audio | 995th | 3.25⭐ | 38🧑⚖️ |
| Humor | 1677th | 2.417⭐ | 38🧑⚖️ |
| Mood | 919th | 3.551⭐ | 41🧑⚖️ |
| Given | 40🗳️ | 58🗨️ |
Sometimes it looks like the opportunities/obstacles spawn following a pattern, maybe this should be "more random".
Even when I tried with the easiest settings on (that's what I assumed the start screen was controlling), a single wrong move would shoot me all the way to the bottom and then I could never get enough energy to escape. I appreciate what that communicates about the spiral of depression, but I'm not sure if you were specifically going for that.
I guess if I was trying to get the mechanics to reflect life itself then I wanted them to be more dark souls difficulty than 1-1 Mario difficulty because it's a struggle to stay happy and successful in life. Or at least that's how I felt when making this game.
The (hopefully) uplifting part of this game is that I promise you it's possible to succeed even with major depression/anxiety and a bad/late start in life.
I liked the dynamic music.
TIL: crippling depression is crippling
The programmer art is indeed atrocious - I won't lie. But the audio creates a nice atmosphere and after a time you get so focused on the mechanics that you stop noticing the art :wink:
My first tries in this game were as atrocious as the art :wink: . I spent whole life with zero good days - that must be some kind of record! But after I got the hang of juggling the energy, hang ups, opportunities and movement, I managed to get quite a bit of good days, even when setting a pretty shitty starting conditions.


Here's my best run:

Also, thank you for playing our game in your stream!
Sounds like you got exactly what I was going for with the game though. Awesome.
Still at the very least I'm really glad people are getting what I intended out of it. Thanks so much for your feedback!
I really appreciate your enthusiasm. For sure a part of me wants to expand on this, I'm not sure which direction or how exactly. So I value your suggestions.
Modelizing life and it's hard aspects ain't an easy task and trying it in such a short amount of time is quite impressive, good work.
At first I found the game unbearably difficult - any single mistake send you straight down to the rock bottom without a chance to get out. After a few years I've managed to get out for a bit, before falling back down. Few years later, I've managed to reach the good times and spend the rest of my life there. Which is why I was surprised when the final screen told me I was a failure full of regret, despite having 17 years worth of good times. Perhaps that's something to tune a little bit.
Overall, it's a nice idea. I like how it shows that, while difficult, keeping the hope alive is always possible. Hang in there, you'll get out of this. :)
I suspect that even if you recovered and got out of the bottom, while on the bottom you spent a lot of time being dragged into looking backwards and regret (left side), and I didn't want the game to erase that part of your history. You can balance it out but if you spent 10 years in wasted life even if you recover you will probably have some regrets.
I don't think the game would ever call a person a failure though, ha, it'll just tell you if you didn't have much time being successful. But again, just like life, it's ok to not be super successful, the important thing is you recovered from a rough start and ended up with 17 good years, and even without being a mega success that's pretty good. :)
Yes some of how you feel about life can change when you reframe it but you can also think of the reframing itself as moving up or to the right. How you gauge your success in the end is also a function of the total time, so even if you "waste" the first 10 years you can still get a pretty good summary "in the end" because that will only be 1/4th of your life.
I very much don't think of depression or anxiety as a chemical thing. It is almost entirely a consequence of experiences and perceptions. That's why I'd never put things like pills in the game being the thing that gave you a boost.
In some ways they are "simple" but in no way are they anywhere near "easy". Dealing with them is the most difficult thing there is in life and I wanted a game to show that. Depression comes from being stuck in the past, full of regret, having no hope, and no purpose. It is very hard to be depressed but also have something you are passionate about waking up and doing each day.
Similarly anxiety is all about fear and uncertainty, there is so much to worry about, so much unknown and so much you feel obligated to take care of. But it is very hard to feel anxiety if you wake up each day feeling peaceful.
So peace and purpose are kinda the "solution" to anxiety and depression, and in that way it is "simple". But finding that peace and finding that purpose and overcoming all the beliefs and experiences that hold you back is insanely difficult.
I tried to use loose terms in this game. I'm not saying "successful life" is fancy cars, or tons of money. "Success" is whatever that means to you the player, same with "good times" and same with "bad times". They are what you define them as.
I hope my explanation helped justify some of the elements you might have taken issue with. I am very very appreciative of your feedback, and am glad you were able to connect with the themes being expressed in the game.
I don't want to hold a long discussion that's off-topic, but there's one thing I have to seriously disagree with: depression and anxiety most definitely can be chemical things (which I think can even cause each other.) That doesn't mean they have to be always "treated with chemicals", but it does mean that solving the underlying issue isn't always enough to flip the switch in your brain. Once your brain enters the circuit of anxiety, being unable to turn it off is quite a physical issue. Same is true for depression, as that neutral feeling of being capable of "waiting" through time can be also lost, and it's up to your brain to slowly decide that it accepts you as not being depressed. Basically, you can enter these states by a simple belief, but you may not find a path back. As a simple example, if you were threatened to do something dangerous, you wouldn't be able to stop your racing mind and you'd probably instantly develop insomnia along with physical anxiety symptoms and several health disorders, which would worsen every day; such results are documented. And literally, don't underestimate that if you start being worried about having to heal it, the worry itself can perpetuate it, making it impossible to solve. It's incomparable to just being anxious of future in general. Luckily, our brain usually always eventually returns back to the neutral feeling, but it can literally take months. (You can even find opposite examples, e.g. people who come to a realization that convinces them that they'll be better people from now on, yet very soon they fall back to their lazy routines. So maybe our brain is also just too lazy to stay depressed.) Some people aren't that lucky, and just like any other chronic illness, they will just decide to get on pills and cope with the side effects for the rest of their lives. It's interesting that the drugs from your doctor can even "cause" the paradoxical depression or anxiety, e.g. when you abruptly stop them, which is very dangerous; try to tell those people that it's not chemical ;) As I was saying, it's cruel that some people may develop these chronic issues even from simple things like bad nutrition, never realize it, have their lives destroyed for no good reason, and get on pills because they have no other choice anymore. This is one of the reasons why I believe that it's very dangerous to assume that your definition of depression or anxiety is the "real one". We literally have several issues named using the same label, most likely more than I know of, and people don't even realize it. Plus there are both substances, and also techniques like meditation, which are both very beneficial in some circumstances, yet if you mistake the meanings of those words, it can be life-threatening. Sorry for the long post, I hope some of it will be useful to anyone; I think we software developers are especially capable of using our research skills when it comes to our health, and we will be the ones to develop technologies to address these issues of "lack of information". My idea is simple: try to separate those definitions, that's all :)