To my Mind, that dark, gyrating vortex represents the Games Industry, and those tiny buildings are the aspirations of independent game developers and consumers.
I couldn’t help it but to notice that as many as nine people were credited as having worked on this project. This represents to my mind a trend in your work towards bigger and darker enterprises.
Unfortunately, it did not hold my attention. The top-down zooming scheme was cumbersome and unwieldy, the sound effects felt disorganized, and the Lore left nothing to the Imagination. I had no incentive to delve deeper into this Big Black Hole, and it came as no surprise that my Character could not become absorbed in it, either. Perhaps if the Hole Itself posed some sort of threat to me, from the very outset, I would feel as though I were wrangling a Mythic Beast in the Age of Science Fiction Magik.
That being said, I taste the spice of far too many cooks at first blush; it does not feel as if the objects inhabit the same World, but rather that they are stand-ins for the things they are meant to signify, mismatched and haphazard well before the Tornado hits them. I would have made a point to use more saturated colours, a more uniform palette, finer contours and details, as well as a more menacing aesthetic for the Black Hole. The concept itself seems a bit arbitrary; I’m not entirely sure what it is supposed to represent or to invoke.
Be that as it may, I trust that this is merely a demonstration. I know that you and I are both in the habit of delivering harsh critiques, so I did not pull any punches. The game does not “suck”; it’s just not supermassive yet, though it aspires to be.
[({R.G.)}]