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(1 edit) (+3)

There's a lot of art put into this game and I would actually like to see it in a physical art exhibit.

Just a few things I noticed:

1. You can change the position of everything with your mouse EXCEPT Mr. SickofSlop, EXCEPT for the times when he's at his worst, then you can move him around as much as you desire.  Obviously this is a representation of the loss of agency of his boss to the point he becomes just another object, and the struggle of maintaining agency for you the dev.

2. You can move things around and make things easier to reach which can make you the player feel a bit better despite everything so that way Mr. SickofSlop can still get where he needs to go and do what he needs to do and get through the shittiest time of his life easier without needing to waste as much energy in the process.

3. The method of clicking to clear away messages is very reminiscent of popping intrusive thoughts as you struggle to get through the darkest times in your life and into brighter pastures without dying in the process.  And while sure this is a very dark game with a hopeful ending, even if it doesn't actually do anything in the end, it's nice to feel like maybe somewhere along the line you can offer a little bit of energy toward helping by maintaining a clean thought space during it all.

4. Things went really off the rails, but I think it's nice.  Almost seems like a Hidden Fetish was unlocked during all of it, and I wouldn't be surprised to see some of that old trauma become something in the future.

I personally am trying to figure out what's real and what's not, but this is was a sweet game and even if things never turn out well, I want to believe at the very least I can pay attention and never look away as bad things happen.  I'm glad you've found your footing and more things to truly indulge in and enjoy.

Thank you for making this game.  There's a lot to it.  And it's short and simple enough I think it's worth being in an exhibit.

No matter where you go next, I'm rooting for you.

(+3)

Extremely flattered by your comment. This was a bit of an experiment in presentation for me. Some decisions were dev tools that I decided to leave in for someone to find (such as all object being movable). I happy you found them cause I realized after posting I completely forgot to explain the controls.

Experimentation is the name of the game!

Sometimes the best games allow you to find the hidden depth on your own by wandering.  A tutorial shouldn't ever be able to explain all of the nuances of something even if it explains the basics.  Eventually the player needs to have fun figuring things out and be made aware there are things to figure out.

I'm glad the comment meant something. <3

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I feel so lucky to have read your comments right after playing the game, when I was still reeling from the shock the game gave me.

I noticed those game mechanics too, but I didn’t realize they could actually help the character. It’s really kind of you to think of and share it that way.

(+1)

I'm glad it helps.  :)  <3  Sometimes the kindnesses that matter don't seem like much at first.