For this game, I picked my Philosophy Class cycle. I approached the meaning gap as a fair, albeit odd, descriptor of the scenes— sometimes metaphorically, but always in an odd way. The cycle itself is already odd to me, so superimposing a fantastical element to it was very satisfying.

I'm attempting to argue that, when you find yourself trapped in a situation, it's equally valid to react with anger or disinterest, but action is always more satisfying (although it might not remove you from it). The use of a vampire, specially such an old one, being in a class full of undergrads arguing about a peer of theirs was an image that made me laugh, but also ponder about the fragile nature of the mind, even if the body remains strong. The cycle also assists in the expression of eternity, much like the vampire's unlife.

I had 3 people playtest, one from each 'type' spoken about in class. My colleague helped me identify whether the cycle was entertaining; my ideal player helped me notice when choices where not being made; my random player helped me identify where I could introduce choice, whilst remaining in a cyclic action.

Updated 27 days ago
StatusIn development
PlatformsHTML5
AuthorI am Eurydice
Made withTwine
Average sessionA few minutes
LanguagesEnglish

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