Before beginning this review, I will rate the four disabilities in level of difficult/frustration as I experienced it:
1. Spastic
2. Nearly Blind
3. Illiterate
4. Crippled
Fair game, for the message it's trying to communicate. I, too, was very annoyed by the amount of "artificial difficulty" that was in this game. However, realising the message produced from this difficulty - while not making me like the game more - made me appreciate it more. There is no doubt that the game is perdurably dark, and as stated by another reviewer, it doesn't let up and it doesn't offer the player any initiative to keep playing. That message hit the nail on the head; I believe that's the message you were working towards! You depicted in a manner, as dark as possible, the difficulties experienced by disabled people. It's not unnatural for them to be overcome with existential dread. What's the point of it all? Why are they even alive? There is so much suffering!
The player is subjected to a lot of frustration, especially in the "Nearly Blind" and "Spastic" levels. The point is, the game is trying to make you experience the difficulties people with these disabilities face; how they are limited by their disabilities, and are unable to do certain things normal people would find easy, and this is frustrating, just as how it is frustrating for the player to have to experience this.
-MINOR SPOILERS AHEAD-
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Playing the "Illiterate" disability at last made me realise just how easy the levels actually are when you're not hindered by being unable to control your character or not being able to see ahead. Nonetheless, frustration or not, the game is plagued with a viral darkness.
You didn't really shed a light at the end of the tunnel, and the dark atmosphere settled on the game for the entire duration like a suffocating stygian mist. At the very end, there is an illusion of choice between the Exit and the Wizard's Domain. In all the paths, no matter what you do, you are always forced to descend to the Wizard's Domain.
Another thing I appreciated about this game was the unique challenges ascribed to each disability:
>The cripple moves very slow, and needs to depend on unpleasant people to be able to move around. The cripple is also subject to insults and disrespect because of his unfortunate predicament. In the final hurdle, he is unable to proceed to the exit because he is unable to climb the platform leading to the exit.
>The illiterate cannot read, and thus cannot understand the various signs placed around the game. In the end, he is notified that one of the levers would lead to the exit, and it's unfortunate that the illiterate can't know which one does it because of illiteracy, but it's a lie since both levers lead to the Wizard's Domain.
>The nearly blind has general trouble anticipating obstacles. As a result, the blind has to feel around to determine where platforms will appear, where there is lava, where there are fireballs shooting out of lava. etc. This proves very troublesome, especially when you have to try multiple times before you can figure out how to get through a level. The nearly blind, while less frustrating than the spastic, in my opinion, still proved to be difficult. There would be instances where you would have to feel and predict where the next platform would pop up, and you'd also have to determine the trajectory followed by a shooting fireball. It is made more difficult by the fact that you can't see it. In the final stage, you are made to choose whether to push the lever taking you to the Exit, or the lever taking you to the Wizard's Domain. Again, this is a lie, because the lever for the Exit doesn't work.
>The spastic is just entirely ridiculous! I was endlessly frustrated at how the spastic would move when I don't want to move, and stop moving when I want it to cross to another platform. The spastic would also sometimes randomly run left and die, causing you to have to repeat a level you already finished! Sometimes, it's more than one level you have to go through again, plus the disability which would not go away. In the final stage, a sign reads that the Exit can be reached by going to the top, but as you go to the top, and as you jump the gap, the spastic's spasticness will set in and make the spastic fall into the hole leading to the Wizard's Domain. Unfortunately, this was the first disability I played through and finished.
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This review has been mostly positive; praising the game for its implementation of the unfortunate disabilities that befall equally unfortunate individuals. The only negative thing I have mentioned was the assorted frustrations I had with controlling the characters, which was a given with a game of this nature. In fact, I've stated that with these frustrations aside, the game still has a message. This is the part where I take issue with the message.
-MINOR SPOILERS AHEAD-
It's fair that you are trying to bring awareness to the difficulties disabled people face, but sometimes it felt like the message was lost, since you tried too hard to make the game dark. Now, I like dark with a purpose, but the dark here seems to be dark just for the sake of being dark. Yes, people with disabilities may have self-esteem issues and they sometimes get verbally abused, but some of the themes you dove into just bordered on ridiculous.
One example of such is the cripple being a sex slave. Seriously? This honestly made me feel less sympathy for the cripple, because it made the cripple's character feel less real. It's like you were trying too hard to make the cripple have extra problems, maybe because there was no way you can have a platformer with a cripple, so you had to do something to make it work, right? Honestly, I don't think the rape thing works at all. The story lines for the other disabled characters was pretty reasonable, in my opinion; it's just the cripple story line I'm taking issue with.
The other issue is just the whole context of the game. It's a work of art, and some emphasis is in order, I understand. Action sequences are often emphasised in films to make it more exciting, and similarly, you tried to overemphasise the difficulties of disabled people by making your game entirely bleak. I don't think it worked at all. I would've liked maybe a bit more realism. Disabled people aren't always depressed, that's not how it works. You shouldn't paint them in that light. I think it would have been nicer if you tried to add in an element of hope, instead of just waving a false reward in front of the players like a carrot on a stick. Disabled people can have some optimism, too! In real life, disabled people can find the exit, and not wallow in self-pity forevermore. That's my main problem: you didn't display how disabled people can be very accurately. This game was just all daubed in black, when the reality is closer to grey. What I mean, is that some disabled people are very pessimistic and they just dredge in self-pity, but other disabled people do find the exit, and are able to live a "normal" life with a little help from friends and family.
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All in all, I think this art game was mostly effective in communicating the message. Don't get me wrong, I think it did get a lot of things right, and I do think it pushed a lot of buttons and will get people thinking. I'll take into consideration that you only had 72 hours to do this. It is pretty impressive for something whipped up in such a short amount of time. Kudos on concept (though not so much on gameplay :p). I came here looking for something fun to play. While, to be honest, this wasn't fun at all, it was still an experience. While, in my opinion, the message you were trying to communicate is not translated entirely accurately, this game still does a fair job at it. Even though I didn't "enjoy" this game, I did sympathise with the message.
Keep making games!