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Great game, I loved the concept, and how in every dream, you go trying to fix the wrongs he did in the past, and I loved that once you finnish the final puzzle, you wake up, It's sad, but is very realistic, how he makes up for the bad things that he did in the past on his dreams, but afterall, once he wakes up, the past is the past, it can't be changed and he's still on the hospital. 5/5
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Great game, i loved the concept, and how in every dream, you go trying to fix the ammends of the wrongs he did in the past, and I loved that once you finnish the final puzzle, you wake up, It's sad, but is very realistic, how he makes up for the bad things that he did in the past on his dreams, but afterall, the past is the past, once he wakes up, the past is the past, it can't be changed and he's still on the hospital. 5/5
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@thewerepyreking
Go on the menu in the top left of the screen, there's a menu button. In that menu there's a 'wake up' option.
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So... I just gave my non-existant children ,who float and have no eyes, happy pills, and in return they gave me an old radio... riiiiight...
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This is one of the most beautiful music I have played, I almost cried during the end... I felt that Symon was dying...
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inventory is missing for me, can't really play except collecting thing and enjoying the music and scenery :) Love the general idea, so immersive
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@manwithabook: there are games that are about the gameplay and the achievements and motivation, and then there are games that are about the feeling and the dreaming. You will not be satisfied if you play the latter like the former, and I don't think anyone should strive to make them alike.
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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.