This Too Shall Pass

clyde's picture
screenShot.png

This is my typical day in late February of 2017

Linux users: I can make a browser version, but I suspect that the load-times will make the game feel rather sluggish and unpleasant.

Author: 
clyde
Event Created For: 
Made For: 
An event

Comments

Protohm Johnny's picture

A brilliant look at day-to-day experiences.

PLEASE NOTE: This is only my opinion, don't get your hopes up because you might experience the game in a different way than I did. It may be better that you play the game first and then come back to this.

I've played so many games, more games than I can count and this particular one really hit home for me.
Okay, I'll try to be somewhat professional with this. I don't want to come across as overbearing or mushy.

The game was built using Tyrano Builder, and as such you can expect the game to focus heavily on narrative and less on gameplay. This is fine, after all the slice of life jam expects narration, not platforming or combat mechanics (as amazing as it would be to hit someone with a sketchpad with vase drawings on it and kick flip over their head).

The game follows a day in the life of it's creator, Clyde, as he gets ready to go to work, does his job, comes home and winds down for bed. Obviously I'm leaving out the important details in this plot because I'd prefer you see this for yourself, but that's the general gist of it.

The game does a great job to capture the little fleeting details in life, the thoughts and actions that pass through our heads as we go about our day. What's nice is that Clyde himself pays attention to these subtle details and embellishes them into these observations that really add to the game's general theme and help to encourage more of these thoughts in the player.

By using photos, it captures details in a way that hand made or procedural graphics can't, which is neat.

Okay, so that was a brain dump of opinions. Here's a summary rating:

---

Graphics (Fitting/Bland/Unfitting/Horrid): Fitting (photo media, works to the game's advantage).

Narrative (Great/Okay/Bland/Bad/Horrible and Mechanical/Natural): Great and Natural (the dialog and observations are written with a really human attitude to them, so you don't get mechanical and forced dialog like you would expect in some narrative games).

Gameplay (Fitting/Bland/Unfitting/Horrid): Fitting (It's a narrative game, so I wasn't expecting any gameplay besides choice making and reading. Though there are two segments which swerve away from the expected a little, so that's neat).

Audio (Fitting/Bland/Unfitting/Horrid): Fitting (The audio is based around what's actually happening/playing, so sometimes you get ambiance and other times you get the music Clyde's listening to. Extra points for a Tycho song being involved, big fan of his music).

Playtime (Long/Medium/Short and Fitting/Horrid): Short and Fitting (The timing on this game is good, if you were to take someone's entire day and throw in every instance of someone staring at a phone or waiting for something to happen it wouldn't work whatsoever. It's better as a summary of the highlights of a day than a whole day).

Final Opinion: It's a brilliant look at day-to-day experiences, and I'd recommend it heavily if you're a fan of slice of life games or just narrative games in general. The only flaw with this game is that I struggle to actually find anything I can comment on or critique. It does what it needs to do.

let-off-studios's picture

Review

There are three types of people in the world:
1. "What difference does it make in what order I feed the cats? You're not earning any points anyway."
2. "Oh man, that's funny. The cat food bowls are like hidden all over the place."
3. "I've lived with four or more cats. This is exactly what you have to do, all the time."
(for the record, I'm personally in category 3)

There's also a fantastic moment, when Clyde is making his dinner, when the action the player is performing simultaneously has nothing and everything to do with the conversation taking place. The reprise at the end of the game of the song is also a nice touch.

In this brief experience, there are several moments just like these. It's not so much game-like as it is toy-like, being that it has a narrative but the objective is to simply sit back and let the story be told. The "go" button for moving from one frame to the next is hidden in a way so that the day in the life story you're digesting is only minimally-interrupted. The title of the piece is a poetic touch to an otherwise simple and elegant look at day-to-day existence.

I also had a chance to practice my "cat voice" in my head. :D

I'm glad you made this. Thanks for posting a game for the Slice of Life, Clyde. :)

clyde's picture

Thanks for playing!

Thanks for playing!

mkapolk's picture

fuck me that ramen looks bomb

fuck me that ramen looks bomb

i really liked having the little "moral" choices. Like deciding to doodle rather than check twitter, which for some reason struck me as kind of a choice between something productive and something trivial. These little choices to do the right thing take on a different quality inside of a video game where you neither feel the pleasure of goofing off or the annoyance of doing the right thing when you don't want to. That particular choice of working on projects vs goofing off is the kind of choice that wouldn't be compelling in a fictional story, I think, but since it's such a versimilar story it's relateable.

sergiocornaga's picture

I hadn't thought about the

I hadn't thought about the choices in this game as "moral", but now I really like the idea! Dealing with the truck and the effort I devoted to feeding the cats "correctly" on my second playthrough come to mind.

This also reminds me that at times I felt weirdly... betrayed(?) ...by the fact choices existed at all. It's often evident from choosing both paths that they both happened (there's photographic evidence!) and choosing only one to happen in the game feels almost disingenuous. But why? Do I just really desire an obviously "canon" playthrough? Does it detract from the sense that it captures a specific moment in time, or is it that other parts of the game aren't generic enough for me to feel like each playthrough could represent a different day in the life of clyde? These feelings were pretty subconscious/subtle, in fact I had to dig deep to find any remotely negative thoughts I had, so don't take this as advice for the next game or anything...

clyde's picture

My work days are

I felt that my days were similar enough to each other that I could simulate the small choices of a single day by taking the results from choices I make on different days and providing opportunities to explore them in the fictional exhibition of a single day. So all this stuff has happened, just on different days of similar structure. My days kinda blend together so this is more representative of my general living experience in February of 2017 than my experience of living on February 17th (or which ever particular date) specifically.

I think this is my favorite

I think this is my favorite of your works I've played so far; it has certainly been the most affecting. Hours afterward I am still acutely aware of being locked to the pivots of here & now, however many other elses may occlude them.

ghettowreath's picture

Pretty dope.

My favorite part is the solo near me way home on the way home. But I do like the other stuff as well. There is all sorts of stuff in there that's cool. There's stuff that has other stuff in it I like the other stuff. But I like the solo a lot. This voice recognition is pretty dodgy.

I like to eat the eat the eat the food. For that reason Fly Guy fire in in the in the in the in the end. Not the end but. Sometimes you you you you you you you great great. 15. Alt of 6. Out of sex backspace it is it is your friend hey hey psycho it is on your way home not psycho. So like there's some trees and stuff. It makes you want to. I want to do that someday as I said fly. But I never said either of those Geico no I didn't say that. New new new new whatever what whatever whatever did you say

New you where is the nearest like the flag poles and stuff and you you you you you go to the um there we go Ara spell it out that's it upright Wyatt erased it. So you just have to turn the knob yourself cool hey. So so there it is I don't know I don't know where it where it went to butt this little bit closer do that how do you hear that ice. I don't even know if I'll proofread this and I'll probably just send it when I get home is in and that's a when you send it in try to do that see what I can do.

So anyway a lot of work was probably put into this tricep project help I said not tricep. I know how hard

11:30 PM

Sores can be so difficult sometimes dinosaurs dinosaurs are um um um um um um um it is a hard engine to work in. But it's easy to the number to two Southeast things out in order in order to order it up question mark heent

quasiotter's picture

I never learnt to share

I can't believe I never played any of your games before... I guess I was simply a fan of your comments and general positivity. And your drawings.

This was the first one I clicked on because I love, love, love explicitly personal stories. I'm the type to open up right away, and I am attracted to that in others, as well. You really made yourself vulnerable with this, as quotidian as it is, because it just seems so private.

I really wish this type of story was more common; I'd love to inhabit slivers of other lives.