Take care of her


Take care of her is a narrative game where you are inside the brain of Daniel, who has been placed in a coma. However, in order to come out of it, he will have to sacrifice his memory, and you are in charge of choosing the only four souvenirs that he will remember when he wakes up.

The user interface is simple: it consists of a panel at the bottom of the screen where the player can choose a save location for the current souvenir, overwriting the souvenir previously stored in that location.

If the player does not want to keep the new memory, he can click on the trash can icon to delete it and move on to the next one.

You review souvenirs in the form of posters containing text about a place, an event, or a person. Positive or negative, the souvenir is a part of Daniel and his principles. The player will often be confronted with dilemmas that question their own choices and personality.

«Is it better to make Daniel forget this traumatic moment in his life, at the risk of making him forget how much his entourage was present for him at that moment?»

For this game, made by two people, I took care of the Game Design (establishment of the principle and the gameplay), the Programming (game made on Game Maker: Studio) and the Graphics. I created a flat-design on Powerpoint inspired by the graphic design of the Bauhaus school (1919-1933), in a renewed form and adapted to video games. Lucas was in charge of producing the music and writing the texts.

This game was made for the Ludum Dare 42, whose theme was Running out of space. We had the opportunity to test it with many players, who gave us very insightful comments:

It is fun but then it's getting intense, if you have to delete all this important moments... We are just our collected memories so it's almost like killing someone, piece by piece. Like it never happened. In a way it's more brutal than most shooters. »  - konsumopfer77 

This game had a very strong emotional pull. The final screen, especially, which I know was really just a list of things that Daniel will and will not remember, felt important. Graphics and sound did a great job of enhancing the overall mood; well done! »  - Heidi

The numerous comments showed that the proposed experience had reached the players, but we were also able to receive constructive criticism: text that was sometimes too long and difficult to read, which frustrated and demotivated players, encouraging them to quit or not to read. These are important remarks that, despite the time constraints of a game jam, point out essential elements that should not be underestimated.

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