Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Love the themes, politics, and philosophies this game explores. My only issue is that it's a little too doomer, and it feels like a complete manifestation of hatred for modern life. You give very broad criticisms to several topics at once without giving everything the nuanced discussion it deserves. It's very important that the people playing your game fully understand why the things you criticize are bad, but you should also consider some of the good modernism has brought humanity.

For example, Big Pharma isn't bad because it produces and distributes antidepressants and ADHD meds. Those medications actually help A LOT of people, like myself. Big Pharma's crimes are using its vast wealth and resources to price gouge life-saving medicine, bribe/lobby doctors to over-prescribe, and bribe/lobby politicians to deregulate them. Also, Ozempic and its derivatives were not originally meant for weight-loss; they were meant to help diabetic people manage their appetites and blood sugar. There are definitely some people who genuinely need the drug for weight loss though. It's just super overprescribed. I don't think your criticisms here have as much to do with modernism as much as they do capitalism. The culture breeding Big Pharma's issues are a symptom of our economic system first and foremost.

Onto the more doomer themes.... It feels like you view the world as devoid of hope. It's a little disheartening and VERY depressing.  I think it would help if you introduce more positive events that increase the likelihood  of revolution, and it shouldn't be as easy to dismiss/bribe your way out of it. The populace has genuinely no chance of forming a revolution. The highest my percentage got was 37%, and it would provide a much more positive message to the player if the world could win. 

If you have any questions, arguments, and/or think I may have misinterpreted  your messaging, let me know. I gave a lot of criticisms, but I agree with the great majority of your messaging. Given the time crunch, I imagine there wasn't too much time to flesh everything out, and I think you did a great job on most things!

(+2)

Respectfully, just because someone believes the message is little too doomer/disagrees with what the developer is saying doesn't mean the developer should change their message.

I'm not necessarily defending the game's themes, or disagreeing that there are nuances. I'm defending the developer's freedom as an artist to express their view, or a view, of the world. And consumers are free to agree/disagree/criticize. That's the beauty of art.

(1 edit)

Thank you for replying!

I’m not saying the developer shouldn’t make art that represents their worldview, nor do I think they should be restricted. As I said, I mostly agree with the themes they communicated, and I had a very good time playing the game. I’m just challenging some of their takes.

It’s important to have your views and art challenged; otherwise you forget there’s a whole world outside your circle. Isn’t that why we participated in the jam? To meet, grow, and learn from others? I think I learned a lot from both my team and everyone that reviewed our submission because my contributions received criticism. Wouldn’t you say the same about your experience?

(+1)

First of all, thank you so much for the detailed feedback! I never thought people would be this invested in my jam game, and I really appreciate it.

I don't think the game is completely doomer; I'd say it's more cynical. Since a single game can't tackle all the complex issues in the world, I tried to simplify them through humor. I wasn't really aiming for deep, nuanced real-world criticism; I just wanted to show the link between seemingly normal, modern comforts and the exploitation or decay of humanity.

You are absolutely right about the populace having genuinely no chance of forming a revolution—that's my bad! Due to the jam timeframe, I didn't get to balance it well enough. I actually drew an ending panel for the revolution, but reaching it ended up being way too hard. Docility and fear definitely could have been implemented better, too.

Initially, I wanted the strategy to feel a bit like Plague Inc., but it ended up being a much more basic experience—just shock, laughs, and a few thoughts to be enjoyed in 5 minutes.

I believe that sometimes, provocative media can be more beneficial for sparking a thought than hopeful media. Not always of course.

Finally, regarding modernism, the game's main point is post-modernism and capitalism. I just used 'Modernism' for the title and hook because Postmodernism Calling is a bit of a mouthful, and Modernism Calling sounded much cooler and understandable! :p

Thank you so much again. I really love communicating with people through a game.