I hate ‘games’ in the non-games genre for their ugliness. More often, their visuals make me take the game’s ethics less serious and cause a huge distraction to me and my ability to reflect on what the game is really about. – [Author’s Description]
52 (Adriaan de Jongh)
Posted by Terry
on November 19, 2012
This is pretty good. I hope people don’t spuriously compare this to the recently featured The Message, though…
I think the author should have required the use of the spacebar to advance the text.
But yeah, this is cool.
You got me, that was clever. I liked it a lot.
About 30 clicks in, I was starting to worry I was wasting my time.
Spoilers: Just keep clicking.
I figured out what the clicking was quite early, so I was disappointed to discover that not clicking doesn’t have much effect. Had it surprised me I’m sure I’d like the game a lot more.
I’ve never felt more like I’m missing something than I have reading the reactions to this game. I don’t see any real cleverness. I wondered if I actually missed some major aspect of it and played it again. I don’t get it. This feels almost like when I never found the fishing in Ocarina of Time.
Hm…the surprise is what all the clicking ends up meaning/being. But if you caught how the numbers show up in the story and made the connection, then there it may be that you’re just not so impressed.
Personally, I really liked this but, somewhat similarly to Sergio above, caught on to what was going on at the first mention of a number in the story, and so was a bit surprised that not clicking wasn’t made into an explicit option.
Spoiler: Doesn’t really have much to do with the player, does it? Just a bait and switch. I guess there could be guilt for not twigging earlier?
Halfway through the game I had already figured out where the game was heading. It gave me the chills, but I kept on clicking…