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RISE is a first-person vignette by Dr Dakoda Barker about living with chronic health conditions. The narrative is simple – the player has to get out of bed, get dressed and leave their house for the day. But Barker expresses the complexities of living with chronic illness by implementing intentionally hostile game design. The controls are unwieldy and incredibly demanding, forcing the player to use the controller in unexpected ways, to ask someone near them to help with the controls – or to make more conservative choices, like being too exhausted to bother with cool boots and settle for simple canvas sneakers instead. RISE’s challenging controls are designed to give the player insight into the physicality of living with chronic illness and pain, and the constant domestic negotiations that come with it.
Do not fear falling, you have cybernetic limbs. Use the scrolling coloured button on your ship to direct its course. Find the scrolling coloured buttons on the ground and use them to call your ship to pick you up. Humanity has been enslaved by unknown forces. You are a time traveller and a rebel outsider living high above the city. What can you even do in the face of such a situation?
Nocturne is a cyberpunk-themed experimental/exploration game. The goal is to simply wander around and enjoy the sights.
A chess board set within London's Parliament Square unlocks the endless ruin of minds and thoughts.
A short web game about curiosity made by droqen.
Explore diferent ambients in this calm island What would be on top of that cliff? What is that black ball? Will i be able to go through it? What would be at the bottom of that lake?
The Pyramid Gate is a short but very atmospheric little adventure created by developer Strangethink for the "lowrezjam". Players will explore a very obtuse and surreal environment to see if they can unravel the mysteries of the various pyramids around.
You woke up on a desolate island up north, and your only company is a talking seal that insists on having you build cairns. Everything you didn't get to do is a first-person cairn-building game about commitment and validation.
A game about emotional abuse. You are back at the waterfront. They are spilling everything out onto you. Drink up bitch. Good girl. For now, I am still your eyes.
A little atmospheric reflection on not being able to travel.