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How about a fast walk mode? The puzzles here are extremely arbitrary, but weak and not worth going through the motions of repeating over and over (there's no reward for the player, and they're not that fun in and of themselves.) While this game is beautiful and touching and sad, it's also laced with tedium. The concept is compelling, but needs game design work.
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My interpretation of this game i that symon is dying in hospital and is dreaming about what he regrets not being able to do when he had the chance, as his regrets are so strong with in him he dreams of ways he can put things right and find peace. + if you agree.
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wait, so...orange is the color of happiness and of nausia? and why do i have so many nieces and why do they all have a different color treehouse?
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let me clarify for everyone. there is an ending(sort of). At the end of a puzzle don't wake up go through the locked door for a final few puzzles. you'll understand when you get there. In the end you'll have tree limbs in the room and three pictures on the wall
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when it said "finally... I can go home", I thought he had died. Imagine my surprise when he woke up with trees around him.
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I like that the items combine with things and turn different, that dioesnt even make any sense, but its a thing that makes this game harder.
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Fun but there it's way too repetitive.
Also, everytime you wake from the dream, the clock on the hospital wall should read something different.
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Dear Mr. Frog, you can only guilt trip a person so many times before they stop doing things for you. I'M SORRY. I WAS LITTLE THEN. GET OFF MY CASE.
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I clicked on one thing and when i clicked on another thing Symon disappeared! It happened every time! No matter what I tried! it looked like such a good game but i couldn't enjoy it
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While the puzzles become repetitive, I wonder if that was a stylistic choice? After all, Symon seems to have some regrets, some things he wants to do that he can never do again. I like what the others have considered, and I like thinking that Symon goes through similar puzzles to constantly try and make up for not doing those things and being there for things that were so important to him.
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This is a great concept game. And so bittersweet.
The only thing I am dissatisfied with the plot inside the game is that there is no conclusion. After the buildup, I was expecting a cutscene or something. After finishing the main 3 'arcs' [I put this in quotation because they're just basically scenes] there were visual treats, but still i did not feel satisfied.
The repetitive nature of the game makes sense, because dreams are basically based on memory and imagery rich in symbolism. I really do like that in addition to the ever-changing synesthaesia patterns. After all, depending on your mood or how you look at a situation over and over again, it can be bitter or sweet; happy or sad... All at once.
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Zoom in to a site (ctrl + mouse wheel) and you'll see the inventory. The frame will move a bit to the middle, but at least you'll be able to play. ;)
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I really want Symon to go home though...I've tried many times to get him there but all I can do is dream and dream again...
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Symon has so many regrets... Just like me... This game has spoken to me in deeper ways than I can understand... I... I know that pain...
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Actually I dont mind having no ending because I think this game was meant to be endless and pointless. Symon is inside a hospital aimlessly dreaming about the past and what he could have done to make it better, but all that would never actually come true and all he can do now is to just regret about them for the rest of his life. There is no such thing as a happy ending in this journey. I think this no-ending concept worked pretty well.
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A very thoughtful game, but it really isn't all that fun. I suspect there are parts missing. Alot of them. Bring the story all together. It needs to make sense. Better luck next time. :l