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Black and white take to long to document.Red:Dead End sign,Weird guy.Purple:High Voltage/Cliff Top sign STAY AWAY graffiti.Green:Guy looking as if to say"You there!" and a strange blob along with a gas station and a sad woman.Blue:Happy looking guy,Condemned sign,A thing that looks kind of bikeish and a load of letters.Yellow:good looking car big skyscraper type building and no idea about the next one.
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Interesting concept. I know it was for TIGJam, but I wish you explained what I should be expecting or some of the simple mechanics. I didn't find the learning playthroughs fun at all—the real interest came from exploring the music and images that create the "mood". Some games are great when everything "clicks", but the moment of realization here wasn't a "wow" but more of an "oh".
Enjoyed the time spent exploring the game, and I really liked the music. Share more. :Y
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Clever idea, but a big problem, perhaps a problem in most of your games, is you explain almost nothing. Is the story set, or is it completely different each time? How do the mood changers work? What is going on? Is the player supposed to craft their own story around the pictures? Is the color meant to affect this, or is it just an aesthetic choice?
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Turn down the volume setting for the game. It was so loud that it woke up my father, so I'm not impressed. I was even more unimpressed when I found out how low the entertainment value was. 2/5