
Nameless
Instructions:
This game requires a keyboard. Press the letters associated with each narrative choice to advance; you can flip back and forth as needed, but be careful of hitting the wrong letter and getting lost. Restart with (a), and use the escape key to quit at any time.
---
With this game, I wanted to capture the moments before the game’s plot kicks in. You’re not sure why you’re there, or what you’re supposed to do, but you’re having a good time exploring and experimenting anyway. The plot doesn’t branch so much as it circles, over and over again, until players reach the end. There’s no way to lose, but you also can’t win.
--
(If I have to deal with another Boolean this month, I’m going to cry. There’s a reason these aesthetics are simple–the coding nearly killed me. This game is functional through the grace of the Tech Deities. Worship them as you will. Enjoy!)
Comments
Log in with itch.io to leave a comment.
It might be a demo, but the text sure had attention to detail. I really liked that the text was different after returning to certain locations. I was also intrigued by the shells being the resource of choice and would have loved to see more regarding that (e.g. why shells? why do we feel like picking them up?, etc.)
How did you begin your project? Did you always know that you wanted the player to wake up on the beach or were you directly inspired by something? And will this be a reoccurring theme?
Ah, I see what you meant about there being no win....I kept mistaking l for i so i kept circling around, even by reaching the village. I like the idea of aimlessness before the variable (you) is called into action (game start)...this too is just like coding
I can definitely tell you are trying to set up some sort of mystery in this game through the use of exploration and the greyscale visuals. I was initially frustrated by my inability to progress but I saw that this was actually intentional as you stated that you intended to convey the experience of exploring the game prior to its story actually starting, which makes me appreciate it more.
Some of the minimalist / minimal color reminded me of A Dark Room, a game about resource management with a similar dark aesthetic. I'm not sure if collecting shells is going to be the main objective of this game, but the exploration aspect was very fun to go through.
I do wish the strikethrough text (can't go back) was implemented further, since it gives some suggestion of paths that can no longer be traversed (especially as it pertains to losing/earning shells).
I love the stylistic choice of not having any color, being able to convey a lot with a little. I would love to see some sort of a sprite or character and they reactions to themselves performing these actions. It gives very ‘don’t starve’ vibes.
In this game, I noticed I could collect shells through certain actions, but I wasn’t sure what they were originally intended for because I didn’t seem to trigger anything with them. That said, the atmosphere of this game was beautiful, and the background images were especially lovely!
I like the monochromatic style of the backgrounds, and the hyper blue as an accent color. It really helps it stand out. I was sad I lost all my shells in the water, but it shows that you really thought about each path in depth! I shall return to the beach with -1 shells in hand, lol. Your style here is really cool :)
Something small I really appreciated was the inclusion of a credits option at the end of the game. Just a small appreciation to you the artist and the sounds found online was a nice, simple touch I found.
The story successfully give the impression that you’re seeing a small part of a bigger world, where apparently shells are currency. I think one suggestion would be to let you go deeper into village and maybe converse with some villagers.
i wonder, is each letter only used once for each option? that’s certainly an interesting technique
Yeah, I think the options were all put in the update method so every options is always available no matter where you are. I think a way to fix this would be to add some if-statements and have a variable to track your location. This would also allow you to not need to use a different key for every option.
I like the background image and the narrative. It feels like a traditional interactive narrative, something you can find made on Twine which I like, where you can choose your own path. I went towards the village and collected 2 shells whilst on the way.
yep, it is like another word maze~pretty cool with the background. At first, I am really confused of which is the right path. I love the design of crossing the impossible path which makes me feel that I am closer to the victory~
As an exploration type narrative, I feel the world unfold around me as I wonder aimlessly (complementing the title of the game) until I find my place. It makes me wonder if it’s a chosen title or a title one is born in. Really good use of writing to have some introspection of what being and being with a name means!
Great sound in the background. Every options lead you to different scenes. This makes the game very interactive.
The visuals remind me of a painting or collage, with the scenery changing depending on where in the game you are. It’s paired with changes in the ambience as well, it’s quite a calming experience.
I think the art works well for the game. lets me focus on the game and story. I found the gameplay very simple and works for such a narrative focus.
I found the fact that you long for the cove you escaped from pretty poetic. There’s not much told to you, so this game remains pretty mysterious.
The art style is simple, but very nice. It gives off a lonely feeling. I like that the player has the choice to freely roam around to discover endings.
This was a really interesting experience! I like the consistent ambient beach sounds and the background images, although you use a monotone color scheme, still expressed quite a lot of the vibe of the environment.