I loved it, and Annihilation Chan is GOAT, we stan! Now, I am become death, the destroyer of my right index finger.
chrstphfr
Creator of
Recent community posts
Thank you for playing it
and for your feedback!
Yes gameplay in the sense
of obstacle overcoming, challenges or competition were reduced to a
minimum as they did nothing to support the experience. The game of
imaginary play on the other hand was very important.
Yes, I would also call it
an experience. Actually I would call it a game, since my definition
of games is a bit broader, but I know that this is debatable.
No, of course you're not mean, everyone has certain preferences, opinions and ideas of how things should work. And for me it was crucial to have this drawn-out, slowed down, static moments, where you are thrown back to yourself. That's why Clara also has no idle animation, although I animated it. And trying to figure out, not knowing and deciding for yourself, who exactly is talking, was also part of the concept. In the game's case, user experience is part of the artistic vision and was not designed to maximize user productivity or activity, in the hopes that the user doesn't get bored. With this project, I am not interested in entertainment as an end in itself. Again, that's not for everyone, but than again, 45 minutes of attention time, even for this decelerated kind of experience, is what I expect from the audience.
Thank you for playing the game! Yes it was a conscious decision to dictate the reading pace and to not let the player skip dialogues or cutscenes, I wanted it to be that slow and I wanted to selectively give and take interactivity. This did not change in v1.0.6, I know this is not for everyone. But thank you for pointing out, that the launcher automatically downloads v1.0.0! I'll try to change that.