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Hey, happy to reply to this!

When it comes to thoughts about interfacing, I think it would come down to a lot of iteration, to be fair. At the moment, I would say that maybe adding more and more information after each loop (so in loop 1 we have zero information, in loop 2 we see what items we are carrying, on loop 3 we see how "good" they are...) might be an interesting compromise. But again, it might not work at all!

As for the deeper analysis, I have to say that there was a sense of beautiful lyricism. The main theme I was getting was environmentalism. There was a clear correlation between the words of the characters and the idea of guman-driven climate change. The fact that the characters felt like spirits and their design brought to mind a lot of Japanese media about post-industrialization, and that was the reason I was very happy to find out through the GDD that they were based on actual rivers and creeks. I felt the "base" story being told was one of recovering by caring, both for yourself and others, with a metaphor where that applies to the world around us, not only to other people.

Hope that makes sense and works for you!

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It does! Thanks for taking the time to write it out. The only feedback that is currently in for the items is the flames change colour based off their 'value'. I think exploring being able to look at them would be a really interesting way of exploring their relevance to the characters. For Ashbridge in particular, the change of context for the letter I think would be nice.

I hadn't really thought about the connection until speaking with a friend, but there's definitely the falling in the sky of Spirited Away conversation with Kohaku and remembering who he is aspect to the characters. Since I made the designs before I decided they were rivers or really any stories, it was fascinating how well their designs ended up lining up. Garrison is violent and sharp, but chooses to be calm and comforting and so is a place that others can feel safe and protected. Ashbridge is an amalgamation of others, and so carried the ghosts of others inside them. Taddle is forgotten and unknown, wearing a mask to hide their vulnerabilities. 

It was a super healing project in so many ways! It makes me happy to hear that the intended reading of the story came though, that's super cool :D

(+1)

So I return to this comment because you said something here I found fascinating and it put me on a trajectory all throughout the week: lyricism. So much so that I ended up buying a book as soon as I saw, which was Game Poems by Jordan Magnuson, which describes game design as lyrical practice. I've just started it and so far feel like I have had multiple game design epiphanies around the conversations I was attempting to touch on in this prototype, largely around the value of lusory attitude and openness within players to experience new concepts through play! It honestly feels like something in the back of my mind I've been gnawing on for the past decade clicked into place.

I highly suggest it! It's available for free online as a pdf as well. Thank you so much for describing the project that way, it has been a wonderful week of thinking about game design again :D