Experiences and empathy


What's this game about?

This project talks about anxiety issues that not always can be seen even by people with anxitey themselves. For me the most fascinating thing about games is the opportunity to exchange experiences with players, while letting them be free. Therefore, this game is not about everyday worries and struggles, but about creating a new world — something a lot of people would do in order to overcome negative thoughts. The problem comes, when we realize, that even in this ureal world there're still some things, that make us uncomfortable and we can't get rid of them: the more we try, the more they occure. Despite of telling ourselves that everything is fine and we are safe — we still continue to feel a little bit anxious about something so abstract we sometimes can't even name it. 

Mehanics

In this game there're two pools of mechanics. First is chaotic, strange, uncontrollable and to some extent uncomfortable. Soft, but consistent sounds, wet fog, day cycle, seemingly random placement of objects — these aspects of the world just exist, player can't do much about them. Second pool includes conscious play: for example, player can decide which figure to activate by clicking on it, or they might find a safe space and refuse to play at all/destroy everything that had already occured. Positioning of player has an effect on where next object will be spawned, too.

There're four spots on the plane that will cleanse the map from everything instansiated on it previously. 

Meanings

I wanted to explain my view on how real chaotic world forms anxiety and how it might affect people. Here I rely a lot on subjective players'  feelings from the game and hope to raise empathy towards people with anxiety issues and show how uncomfortable and inevitable it might feel. 

Get The Place

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