Games like these usually take a hard-left turn to experimental horror. This one ain't doing that. While playing the game, I got this weird sensation of comfort and nostalgia - a feeling I didn't expect to have for a game with such a striking visual artstyle. Gameplay is minimal at best, but that ain't the focus. It's does not overstay it's welcome and I more pleasently suprised than I expected.
when there's hope there's the music of now
flowing through my head symphony presense
mindful sung sweetly
making your voice, your spirit
my ground to center on
not out of time same songs repeat, singing
you were all "hope you're doing well in your own hell"
light through the white window wood
s p e l l i n g out no, i'm really here
flowing through my head symphony presense
mindful sung sweetly
making your voice, your spirit
my ground to center on
not out of time same songs repeat, singing
you were all "hope you're doing well in your own hell"
light through the white window wood
s p e l l i n g out no, i'm really here
A exploration of some space coated in visual effects sharp enough to make many things incomprehensible. The effects and shaders from the chunky render resolution to exaggerated chromatic aberration and small worlds painted with moving textures. Some vague faint shapes of a casino, a school(?), and possible fates. The combined color reduction and resolution lowers, heightening or flattening any level of contrast. Some of these pieces can have a very pleasant angles, perfect to screenshot and share the aesthetic views. This is not the best game for those with issues involving eye strain.
Also of note is that this surprisingly isn't one to be considered a "pure" walking simulator, but having multiple states for having more than a single ending. Something one would expect for a much more spendy, sprawling project than this comparatively humble piece. It's not quite "The protagonist does/does not save the thing", but it does explain that additional element to this.
Also of note is that this surprisingly isn't one to be considered a "pure" walking simulator, but having multiple states for having more than a single ending. Something one would expect for a much more spendy, sprawling project than this comparatively humble piece. It's not quite "The protagonist does/does not save the thing", but it does explain that additional element to this.