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    Ludum Dare 21

    August 19th-22nd 2011 :: Theme: Escape
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    Anthony's Psyche: Escape - Martoon - 48 Hour Competition Entry

    Note: The html on the page occasionally isn't loading the Flash for some reason. If you get a blank page after clicking the game link, refresh the page and it should be fine.

    I made a couple entries on my blog (linked above) while the LD site was down (in addition to a couple entries here).

    As always, I wanted to do something way outside of how I thought most people would interpret the theme. I ended up doing something very different than anything I've done before.

    I went with the idea of psychological escape mechanisms, and avoiding difficult or painful thoughts. The game (more of a playable story) has the player feeding the difficult thoughts to Anthony, a man tormented by painful memories. The player must persist with the thought until Anthony accepts and comes to terms with it.

    I discovered that conveying a meaningful story through a first-person thought fragment narrative was very difficult. I spent several hours developing a story, and ended up scrapping it and creating a much shorter, more workable one (that went in a very different direction) in the last couple hours. The final result came together at the end.

    I created the game in the Flex 4 framework (with Flashdevelop) and Flashpunk. The one piece of "art" was created in Photoshop, and the music in Reason.

    I kept the story pretty short, so it shouldn't take more than a couple minutes to play through it.

    View Martoon's journal. | View all entries by Martoon

    Ratings

    #50Innovation3.70
    #68Theme3.63
    #69Audio3.30
    #122Community3.00
    #144Coolness4%
    #149Overall3.19
    #330Fun2.35
    #400Graphics2.00
    #426Humor1.21

    Comments

    angrygeometry says ...
    Aug 22, 2011 @ 1:56pm

    a haunting but very interesting game. reminded me a little of Today I Die. nice little play, and an interesting take on the theme! i'm a huge fan of portraying stories in interesting and meaningful ways like this, and you did a good job of it!

    Bloodyaugust says ...
    Aug 23, 2011 @ 2:26am

    I liked the idea, the concept was interesting, but it got boring pretty fast. The music was nice, but that got old fast as well.

    Aug 23, 2011 @ 5:55am

    This is the kind of game that can oly come out of Ludum Dare. I applaud you.

    N0_Named_Guy says ...
    Aug 23, 2011 @ 6:56pm

    Like the concept. I only did it all to the end just to see all the story. Some obstacles and a way to lose would benefit the game =) But good work!

    EddieCameron says ...
    Aug 25, 2011 @ 4:50pm

    Interesting, but mechanics lost their meaning after the first couple phrases.

    ointment says ...
    Aug 25, 2011 @ 10:30pm

    ;_;

    Andrew says ...
    Aug 26, 2011 @ 1:06am

    I'm sure that may will disagree but this has captured the theme of escape better than anything I've seen so far. While most things have you running from something scary thins makes you face said something.

    I can't but wonder, would Anthony have lived if I wouldn't have completed the game?

    pdyxs says ...
    Aug 26, 2011 @ 1:50am

    Awesome. I really liked this, but felt that once the drop (*spoilers* figuring out that the guy had killed his wife) happened, the story should have ended quicker. Maybe make it so the words come more quickly/are easier to move around? (this could be a good way of building/relieving tension as well).

    d_m says ...
    Aug 27, 2011 @ 7:45pm

    I liked the music and the mechanic of revealing the story a bit at a time. Reminded me a bit of Today I Die also (http://www.ludomancy.com/games/today.php if you haven't seen it). I agree that the mechanic of following the figure with the text to uncover it got repetitive. I can easily imagine a situation where you show a scene (e.g. a room) and have to move different words/phrases to different areas to reveal them. Maybe that could replace the main figure?

    I think the biggest change I would make to the story would be to reduce the number of statements that hint at a violent end. Ideally with a game like this it would be one of the very last sentences that completely changes the player's view. I could even imagine having the music change a few times through the game, from sad, to fond memories, and finally to a sinister conclusion.

    It got me thinking anyway. Good job!

    Mjiig says ...
    Aug 28, 2011 @ 10:45am

    Fantastic game, brilliant interpretation of the theme. Well done!

    Sep 12, 2011 @ 2:49pm

    I also find this haunting, but very artistic, especially the realisation that some of his earlier thoughts are actually excuses. A nice twist of the theme, i suppose the end was justice in a way, but also a kind of escape.

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