FRENCH-SPEAKING PLAYERS : Vous pouvez jouer au jeu en français en téléchargeant le fichier HTML "L'armoire et le château" plus bas sur cette page, et en l'ouvrant dans votre navigateur web préféré !

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This is a game made during GAMERella 2016, a Game Jam set in Montreal that welcomes women, non-binary folks and anyone who wants to try and make a game in a safe environment.

The theme of the year is "Inter/section", so I made a story with objects you can turn upside-down to transform them.

Walk towards any object to turn it.

Press X or Space bar to get informations about it.

And have fun !

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If you enjoyed the game and can afford it, please consider donating : this game is free but your help would be very appreciated for me to continue making things in the future :)

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If you want to follow my future things, you can follow me on Twitter : @HeskHwis

The wonderful Holly Hatter helped me make the objects and gave me precious advices during the jam.

Download

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L'armoire et le chateau.html 289 kB
The closet and the castle.html 289 kB

Comments

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Very clever use of low-rez sprites. It was fun to guess what an object might be before reading its description. I thought the pants were a pair of goggles at first.

The minimal style stimulates the imagination, forcing us to look at an object and consider what else it could be - which was the point of the story, as well.

Thank you very much ! I'm glad you had fun guessing and discovering what the objects were. The pants are my favourite, because they are so abstract but they can be many different things - I had a lot of fun designing them.

rad

Well thank you !

I love low res sprites. Just moving a pixel to a different spot can make a completely different image in someone's head. Flipping a sprite is huge, and I love how you wrote a narrative for each object, having the pants become a treasure chest when flipped was my favorite.

I had to play through a 2nd time to understand what was going on, very creative.

Thanks ! The "easy" part is that the sprites are really small, so they tend to be a bit abstract and naming them is the best way to see something in them - as you said, moving a pixel can make a huge difference but putting a different name on the sprite can also make that difference, so it wasn't that difficult to find something interesting each time. I mostly drew random shapes and then thought about what these shapes might be, and how they could relate to the story (and sometimes I eventually tweaked the shapes so they could be more expressive).

I'm sorry my answer is so late, I just never saw your comment until now... But thank you for your comment and I'm happy you liked the game :)