Love will Prevail by lesinvisible

UNSTABLE
Will Love prevail after all?
| Link | http://hizhinape.ru/games/love/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/49/love-will-prevail |
Ratings
| Overall | 157th | 3.727⭐ | 46🧑⚖️ |
| Fun | 483th | 2.727⭐ | 46🧑⚖️ |
| Innovation | 209th | 3.511⭐ | 46🧑⚖️ |
| Theme | 47th | 4.244⭐ | 47🧑⚖️ |
| Graphics | 13th | 4.511⭐ | 47🧑⚖️ |
| Audio | 25th | 4.08⭐ | 46🧑⚖️ |
| Humor | 395th | 2.103⭐ | 36🧑⚖️ |
| Mood | 9th | 4.378⭐ | 47🧑⚖️ |
| Given | 81🗳️ | 69🗨️ |
Honestly, if you are interested, I am gladly suggesting you to check the real paintings of Bryan Charnley, he really could paint comparing to the arts I made for the game.
I looked up Bryan Charnley, I came across the following words in a statement of his:
>“Increasingly I became aware that my paintings had no bearing on the darker aspects of my life which threatened to overwhelm me. I turned to the psychology of art to see if this could throw any light on the problem. Before long I came across the idea of art as a form of exorcism and the theory that the cave paintings of early man were painted to gain control over the animals portrayed. From this, albeit hypothetical ground, I saw that painting about my inner upheavals was perhaps to gain some measure of control over them.” (https://www.bryancharnley.info/statement/)
This reminds me of your work, especially this entry. You captured the mood of psychological collapse very well.
You may want to watch the short film *In Absentia* by the Quay Brothers, if you haven't already; it seems to be in the same spirit. Anyway you hit a home run with this one. Nice work comrade.
The comparison with Bryan Charnley is just too grand for my work, honestly. But thanks for the recommendation, I think I will check "In Absentia" out, I never heard of it before. As usual, I am very glad that you liked the game.
I didn't know about Bryan Charnley by the way so i googled his art, it's awesome.
Good job!
As for whether HTML lends itself well to static interfaces, it depends on how heavily you rely on css or html, which is 100% a personal decision.
But no your interface is not rusty by any means, you easily provide enough feedback to the player.
Also thanks for replying to me, I really liked your game. It's always nice to be acknowledged.
In general, I hope that, despite limited CSS, the drawn interface itself provides more lively feel to the controls. This is the first time I did this, as I previously worried, that it will be hard to map drawing beforehand and then place everything the way you wanted it to be. But it turned out much easier than I thought.
**--- SPOILERS AHEAD ---**
The only indicator player supposed to take careof is Anxiety (others are just grow all the time and doesn't affect anything). Using the combinations of items you need to find what works best (good hint here is the game's opening text) and try to keep it as low as possible. If by the 8th day it's lower or equal 75 Points, your character paints a piece which alludes to inclination and goes to clinic again, if not - he makes a painting in the same style as the last Bryan Charnley's painting and takes his life.
Also, there are 24 paintings and 16 journal entries in the game, they randomly switch to create motivation for multiple playthroughs.
Although I did get a little confused about the controls. Maybe it's because the feedback is not very instant so I got confused about the consequence of my chooses.
RIP Bryan!
Love the art, Soundtrack was fantastic, sfx are top tier quality, overall a great experience despite the "blue" atmosphere
Good work.
Anyway, I liked it. I felt it.
wish I could've saved him, I really do, but maybe that's the point, that you can't save everybody, and that you have to respect their decision to not be saved.
I'm sorry my artist friend, let's have a last cigarette together so I can leave you to your despair and focus on my own.
It'a piece of art that should be exhibited at some modern art museum! I can easily imagine how I walk in some Tate Modern and play this in some dark room with a huge touchscreen :)
Great atmosphere, great use of the topic, also loved how it was drawn.
Anyway, I love the art style and all the different paintings. The music fits the atmosphere nicely too. The dialog really seems like something a paranoid schizophrenic would say. Great job.
Quite unique one comparing to the usual game jams entries.
Anyway, thank you for feedback and I am glad that you liked it.
Is not easy to transmit emotions, and is harder to sell negatives ones without sounding way too condescending or treat them as a trope. You found a nice balance and that help to setup a very deep mood.
I believe you need to explore this more, it would work well on a tablet, and transform it an interactive story, like in the game: 80 days.
To be honest, I was thinking about a full lenght feature for a some time, but I was planning to learn some standalone engine for this one. As I think that even for my games HTML and JS becoming too limiting. Especially, if I am not using the canvas element, for which I still need to use some 3rd party library in order not to program the wheel from the start.
About the paintings, there are total 24 of them and they are separated into 8 groups by 3 for the number of days you spend in the game. Each day game randomly selects one of them, so there is no dependencies here. Only on the 8th day game foreshadows the ending by other showing a dramatic last painting for the "bad" ending or one of the other two for the "good" ending (they are less dramatic and more uncertain).