Quick game (less than 20 minutes of play time) about suicide, obviously not meant to be entertaining or funny, but preventing.
Final score: 8/10
Note: The developer explained in an hour long video how he made the game and also why he made it, I suggest you go watch it https://youtu.be/Te6pDFCLXRk.
Final score: 8/10
Note: The developer explained in an hour long video how he made the game and also why he made it, I suggest you go watch it https://youtu.be/Te6pDFCLXRk.
This review contains spoilers
A short and unsettling experience about mental illness and suicide. Very odd, very effective.
Not too much to describe here, since there is only 15 minutes of actual game. I do think more could have been done with the TV's in the corner of the room (which don't tie into the environment as neatly as all the other environmental ephemera). Also, most of the game's story around the painting is found in one room. I would have preferred more of a breadcrumb trail across a series of rooms to describe the painting so that the story has more time to unravel but its hard to fault the games' brevity, which is a core strength of the experience.
Very effective overall, reminding me of "A Perfect Day for Bananafish" in its dark, lonely simplicity, but with a more wry sense of humor and with more shock value.
Not too much to describe here, since there is only 15 minutes of actual game. I do think more could have been done with the TV's in the corner of the room (which don't tie into the environment as neatly as all the other environmental ephemera). Also, most of the game's story around the painting is found in one room. I would have preferred more of a breadcrumb trail across a series of rooms to describe the painting so that the story has more time to unravel but its hard to fault the games' brevity, which is a core strength of the experience.
Very effective overall, reminding me of "A Perfect Day for Bananafish" in its dark, lonely simplicity, but with a more wry sense of humor and with more shock value.
I used to like the game a lot as a kid, and I couldn't pin down why, but now I know it's likely just the vibe that the game gives off. Which is honestly one of the only things that really holds up.
The story is... interesting, the story telling is also interesting, but "brevity" is an understatement as the game just kind of throws everything at you with no tact.
To be honest, the game does feel like it was made for the sake of being made, not really to send a message or tell a story. But I still have a soft spot for it.
The story is... interesting, the story telling is also interesting, but "brevity" is an understatement as the game just kind of throws everything at you with no tact.
To be honest, the game does feel like it was made for the sake of being made, not really to send a message or tell a story. But I still have a soft spot for it.