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oh, okay, well thanks for being honest! to tell you the truth, I played the game, immediately died; played the game again, got over the first hurdle, then died. Stopped playing. The game's pretty heavy on the "AI Slop" red zone - you might know what I mean: purple gradient, over-explaining text, simple animated SVGs, text out of alignment with their containers, graphics that are highly reproducible and don't have much flare of their own. The issue isn't so much that the art was minimal, it's more that the player's journey isn't particularly intuitive, thoughtful, or interesting. Go check out some of the other games submitted to this jam - there are some wild artistic choices being made.

A game doesn't need an addictive loop to be fun. And it certainly doesn't need that in order to be art. If you want to explore games as an art form, march to the beat of your own drum, even if that means going in the other direction to everyone else. For you, that might mean asking what would happen if you leaned even harder into AI slop that the game was so full of itself that it actually felt amusing to play. How AI slop can you make it? There's something I would play.

thanks for going back and for saying it straight. the 'AI slop red zone' read lands. the purple gradient and the over-explaining text were the defaults i reached for, and that's the tell: wherever i wasn't deciding, a default decided for me. the journey note is the one that matters. run two only means something if the ghost is legible enough that you want it back, and right now you die, see a ghost, and there's no reason to care. that's my design, not the art style. 'the game so full of itself it's amusing' is the line i keep coming back to. a game that owns being AI reads better than one embarrassed of it. don't know if that's my next build yet. if you take a third run: what did the ghost do to you right as you died?