A Mind Is A Small Place by Juju Adams

[raw]
made by Juju Adams for LD 38 (JAM)

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We have all crossed paths with depression in our lives, and this development team are no different. We owe it ourselves and each other to be honest.

This is a brief and simple game that tries to communicate how isolating life can be through the eyes of depression. Any kind of illness takes its toll on a family, especially in cases were a condition can last indefinitely. This is a story about two people.

There are some simple puzzles in the game, so don't give up! Also keep your eyes open for an alternate ending: even in melancholy, little choices do add up.

 

Code: Juju Adams - jujuadams

Art: Daniel Marques - iamthirteen

Modelling: Chris "topher" Anselmo

Audio: Jan Vorisek - blokatt

 

Shader Errors

Some newer Windows OSs don't come with DirectX 9 installed. This causes an error at the start of the game. Please download the necessary files from Microsoft to solve the problem.

Ratings

Overall 25th 4.167⭐ 32🧑‍⚖️
Fun 346th 3.233⭐ 32🧑‍⚖️
Innovation 94th 3.8⭐ 32🧑‍⚖️
Theme 142th 3.867⭐ 32🧑‍⚖️
Graphics 61th 4.467⭐ 32🧑‍⚖️
Audio 19th 4.3⭐ 32🧑‍⚖️
Mood 5th 4.6⭐ 32🧑‍⚖️
Given 47🗳️ 38🗨️

Feedback

spacemunkee
25. Apr 2017 · 01:10 UTC
Really loved the atmosphere. Played all the way through. Nice work!
spacemunkee
25. Apr 2017 · 01:10 UTC
Really loved the atmosphere. Played all the way through. Nice work!
FireTwin
25. Apr 2017 · 11:43 UTC
Awesome, unique graphics and ambient audio set the mood well! I liked how the phone that advances the story also acts as the main puzzle mechanic, combining two elements of a game into a single interactive entity. Really enjoyed the painting bit :)
Timboc
25. Apr 2017 · 11:50 UTC
Great work :)
Jupiter_Hadley
28. Apr 2017 · 13:18 UTC
Very interesting game! I included it in my Ludum Dare 38 compilation [video series](https://youtu.be/KYlBGlHp4vY), if you’d like to take a look :)
EveningWayward
01. May 2017 · 12:04 UTC
Loved how the game seemed to be rather innocent from the start, but then the events started to get darker and darker. Glitchy and surrealistic behaviour of doors and objects evoke a certain fear of in-game space itself for me, thoughts of instability and fluidity.

Played it multiple times but didn't get any idea of how to reach an alternative ending. Could you post a walkthrough?
Kwisarts
01. May 2017 · 14:21 UTC
I love the atmosphere and it was really immersive! I like how we have "tasks" other than answering to the phone, making us feel more involved. :)
I like the subtlety of the alternate ending! Just as subtle as the way you can reach it!
XenosNS
01. May 2017 · 22:55 UTC
Looks great, interesting concept
GameSuburb
02. May 2017 · 00:57 UTC
Dang, this his close to home. It was a great game.
Awpteamoose
02. May 2017 · 03:10 UTC
Really strong command of atmosphere and visuals, very cool. Much of the symbolism is lost on me, unfortunately, but the general mood is very strongly present.
Wheffle
05. May 2017 · 01:10 UTC
Holy crap. I shivered. That is an incredibly powerful game, especially having been made in only 72 hours. The graphics and art and audio all come together to enhance the message of the game. Just, super nice work. Well done!

P.S. If this game was made with one of you or friends/family in mind, or from personal experience, my condolences.
inventroom
05. May 2017 · 04:19 UTC
An interesting, surreal experience. Here's the quick rundown of my thoughts:

PROS
- Well-done atmosphere and mood setting

CONS
- Heavily reliant on symbolism, may or may not be 'gotten' by players

For full criticism and breakdown of ranking, as well as candid reactions to gameplay, do check out the video~

https://www.youtube.com/watch?v=gTU4u52qxrE
Devastus
07. May 2017 · 13:16 UTC
It's an arduous task to create a game about deep subjects such as depression and actually deliver, especially for 72 hours.

The art was fitting and the instability effect of the whole scenery did bring a nice touch to the mood, further enhanced by the heavy atmospheric audio. The painting bit was nice! And as aforementioned, having other tasks than just answering the phone was a nice addition that kept me feeling involved in the game.

The alternate ending was very subtle, both how to get it and the ending itself. I would say too subtle even, because it literally boils down to one little choice, choice that didn't feel to me as coherently presented as I would've liked.

All in all it's a well done entry, great job!
FiSilva
09. May 2017 · 23:19 UTC
It's very good and also very heavy. You did a great job in setting the mood with the atmosphere and the glitchy visuals and the symbolism. I need to play again to try to get the other ending.
binaryferret
11. May 2017 · 13:26 UTC
Wow. I haven't really played games that touch this subject as it's one I tend to avoid. I've been on both sides of the issue brought so beautiful to my screen and your splash screen had a nice little message which was nicely put.

What you've created and how you've presented it is very subjective, because it's relying on a lot of symbolism to get the message/feelings across - so here is what I got from it.

You address the subject well. It starts fairly innocently - the part where yourself/others around you are just noticing a difference.

The breathing sound effect coupled with the rooms almost breathing effect creates a rather claustrophobic and trapped feeling which becomes more apparent as I explored the later stages. These two things really helped deliver the stages.

The stage with all the phones ringing at different periods just to hang up - this stage really clicked with me. When depression rears its ugly head you may find yourself with lots of people trying to help, but often your mood or the situation means that you can push a lot of people away, or they simply give up because sometimes they're unable to help. I thought this issue was captured so well with the phones ringing, trying to get to it just for it to go dead.

When everything was turned upside down, when your world is turned upside down from either being committed to a mental institution (which was hinted at) or perhaps when you're in that depressive spiral the last thing you need is for the person to begin to give up. The phone message starts to feel like the person on the other end is your main carer (be it parent or spouse) and they're starting to give up. Followed by a stage about taking your medicine and then anger to finally the feeling of abandonment when this phone/person finally just gives up. You're alone, and the final stage brings it to a saddening end. Checkmate.

Other comments. I really liked the little click sound that proceeded moving through the splash/menu screens. I thought the way the door warped in looked awesome.

Thanks for creating and sharing this. Kudos to all the folk that worked on it, and well done.
Smiling Cat Entertainment
12. May 2017 · 02:59 UTC
The art style with the dithered graphics was rather interesting, and worked for such an abstract, surreal experience. The audio was well done, and the overall mood of the game is spectacular.

I managed to play through to both endings - it is a really subtle choice that makes the difference, and easily missed.

Overall, great job.
RabbitTortoise
12. May 2017 · 13:27 UTC
Great job! Atmosphere was very good. The graphics and sound fitted together well. At first I didn't get a lot of the symbolism behind the game but after reading some of the comments my eyes opened a little. I'm happy that you chose this difficult topic to tackle, it's something that we should pay more attention to.
cppchriscpp
13. May 2017 · 00:01 UTC
I managed to get both endings and I have to say... this game blew me away. The graphics were wonderful, and the symbolism certainly wasn't lost. You nailed the atmosphere you were going for.

Thank you.
Ellian
14. May 2017 · 11:00 UTC
What a fascinating thing!
The atmosphere is fantastic and the narrative, despite its simplicity, really hits the spot.
I'm most amazed at the art style; it's so weird and impressive, and fits the game so well... kudos to all of you!
joekinglake
14. May 2017 · 14:19 UTC
Wow, very impressive for 48 hours. I thought the general atmosphere and tension of the game was absolutely fantastic. Great work (I really loved the visual style too!)
SuperSibbers
15. May 2017 · 11:28 UTC
This is lush. Great work. Deserving of lots of votes.
Tuomo
16. May 2017 · 15:28 UTC
This game is a masterpiece. I love everything about, psychedelic visuals (that dither effect is awesome), really moody sounds, simple but effective gameplay. Story is perfectly told through symbols and metaphors. I don’t think I got the alternate ending, maybe I’ll go back and play this again. Amazing job!
pixelthirteen
16. May 2017 · 18:57 UTC
juju is a beautiful and independent pug
joemid
16. May 2017 · 21:54 UTC
@juju-adams This was unbelievable! Fantastic use of visuals and motifs. The sounds and visuals are fantastic! The gameplay itself, though intentionally simplistic, is so tight! Everything gels from your intro screen to the title, to the first sound of that pink exit. One of the best of the jam, in my opinion. Congratulations!
Tex Killer
19. May 2017 · 23:29 UTC
Wow, this game is very creepy! I got seriously nauseated from playing this, my stomach is all scrumbled up and I feel really bad.
I guess that means maximum points in mood, right..? haha

At first I got the "good" ending. Then I played again and got the "bad" ending, but both endings were so similar I though I had failed both times, just in different ways. So I tried again a bunch more times beginning to end, finishing the puzzles differently each time, but no matter what I did, I only got what I though were two variations of the same "bad ending".

It took me a long time to understand what the skeleton was representing and to understand the meaning of the chess game, and now it does make sense, although you saying "little choices do add up" in the description has probably fooled me into overthinking the win condition and the "good ending". Having all those meaningless variations in the puzzles certainly didn't help, since the flowers are all that matters (I think).

Ok, so now I'm gonna go get some fresh air to see if I feel better. Oh, and thank you @juju-adams for rating my Little Scout. :)
buttonmasherbros
23. May 2017 · 16:02 UTC
You have been featured on Ludum Dare to Believe!
Check it out here: https://www.youtube.com/watch?v=YONTQdjhacc