/death/lor/ation/summary|





DESIGN / PROJECT NAME /death/lor/ation/
PRIMARY FUNCTION Videogame
INSPIRATION Our game tells The story of cosmogonic asylum: the thousands of patients chained to beds, restrained in straitjackets - or walking in streams of ether after prefrontal lobotomy therapy or electroconvulsive therapy and walk throughout rails of vision in synergy. One of my fave friends is prisoner of asylum - and i keep try and faith - still - to help my friend be free.
UNIQUE PROPERTIES / PROJECT DESCRIPTION Narrative based interactive novel what lets you get safe experience of lobotomy. Psychedelic trip of innocent lady’s ego death structured by visual, audio and lyric in aesthetic of Tibetan Book of the Dead: the after-death experience is a precursor to the cosmogonic journey. Identity, nightmare segment, sacredness.
OPERATION / FLOW / INTERACTION Q: Hello, Senorita Programmer. A: Hello, hello, hello, hello. ~ Q: How did your work on the mysterious visual novel begin? A: The creation of the visual novel began with a meeting with Senor the Game Designer - it was he who inspired me to start the project under his guidance. I had been thinking about starting to programme games for a long time: I was hesitant; I was looking for inspiration, ideas. And finally I found it! ~ Q: Tell us about the technical side of your game. It’s interesting to learn about the logical component of an immersive project. A: The technical side of the logical component of an immersive project requires an integrated approach and attention to a lot of details - what exactly do you want to know?). ~ Q: What engine are you working in? How much sdk volume grows during the work? A: Ren’Py. 35.1 gb of assets already! ~ Q: You have chosen a non-linear project in a closed information system. Tell me - what does it feel like - from being in an environment of logic, where the player is surrounded by a thousand versions of one thought - does the decomposition of a schizophrenic’s mind affect your attitude to life? A: I’m fascinated by the very process of turning a concept into a build. I get into the content, and you can ask our game designer about the philosophy of the story. ~ Q: Your staff is minimal. How do you catch bugs? A: Limitless playtest hard. ~ Q: How many lines of code are in your game for nowtime? A: 2887 lines ~ Q: What function formats do you invent to integrate multidimensional election branches? A: Here I bring a context menu function - it allows you to allows for a fork in trip: menu: e “{i}..to cut own ropes - {/i}” “forced in her bleeding”: scene [desertalbatross.png] with dissolve e “{i}..forced him believing.{/i}” # “forced him believing”: scene [meditation.png] with dissolve e “{i}.forced in her bleeding.{/i}” ~ A: And we can add any objects - like music or video: menu: e “{i}49276d20646978000000{/i}” “In Wheels of Destiny”: stop music play sound “agony.mp3” menu: e “{i}act I by line{/i}” “You burned.”: $ renpy.movie_cutscene(“depersonification.ogv”) ~ A: You can also use the springboard function for transition: menu: e “{i}I take the I of{/i}” “Animus”: scene [edgeoftime.png] with dissolve e “{i}01110100 01101111 00100000 01100010 01101111 01110010 01101110{/i}” jump (massacre) “Anima”: scene [fireofming.png] with dissolve e “{i}01110100 01101111 00100000 01100010 01110101 01110010 01101110{/i}” jump (massacreofkat) label (massacre): label (massacreofkat): You can use any name for the transitions and use them anywhere in the code.
PROJECT DURATION AND LOCATION 2024/08/08 - 2024/05/12 Inland Asylum, Saint Petersburg
PRODUCTION / REALIZATION TECHNOLOGY Work on the logic of choices and narrative structure: layers of narrative, AR segment and overall design. The overall narrative line is the Bardo: the after-death experience is a precursor to the cosmogonic journey. Identity, nightmare segment, sacredness. Python coding sessions. Testing, Patching. Pitching. Release. Testing, Patching.
SPECIFICATIONS / DIMENSION / PACKAGE / TECHNICAL PROPERTIES 1.6 gb folder 2997 lines of Secret Content - collect all the logs and crack the source code of your reality! 371 Trip Futtages - catch a year’s worth of wallpapers on your PC. 83 exciting cinematics - wish them into your dreams! 69 Adaptive Soundtrack - put them on your alarm clock - for never has choice been more meaningful!
TAGS / KEYWORDS gamedesign, narrative, trip, psychedelic
RESEARCH ABSTRACT Our studio consists of two wanderers: we count our days in lines of code and a set of futazas - that assemble a new world from the after feeling of the synergy of the Anima. We focus on the hidden narrative. The game leads the player through the schizophrenic mise-en-scene of the bardo of nightmares - and - if we go in for the long haul - you’ll be left in the dark. The aim of the gamedesign in this novel is to recreate the experience of death - there rules are different from the canons of linear fps: your enemy is you - and he is already dead - now what? Our structure is like a DNA spiral: We follow a stream of interconnected visions - and the lore blocks are fed in parallel - a pattern of hidden narrative. That is - each micro-branch contains only a part of the bigger picture. The solution to travelling through the twists and turns of creation: go through them all - and find the secrets. The Bardo system is a pure mechanism of the psyche: you are floating in the bliss of the Source of the River of Ecstasy and you crash face-first into the granite of the shore: you don’t remember anything, but your body does. Much of human nature is grinding: we are far from the original processes - and we do little to support ourselves. A life of exhaustion is good - because there is no strength to resist one’s essence.
Our game tells about the process of uniting with your psychic power - with emphasis on impressions of life and ideas about it. In this game I tell the near-death experience, the sacred and sacred - what I gather from the fragments of my own life. No compensation - but the tool of logic and the canvas of a non-Euclidean sequencer. orging the katana of thought is a fascinating craft. Sometimes it takes your whole life - and more - the interestingness starts about immediately. The game /death/lor/ation/ complements the lore of my literary universe. I have a book in new-age simulacra - about a girl named Nekta - enthusiastic about learning about worldswalkers.
The path to self-knowledge has a surprise in store for her - and her personal achievement will be to extract bits of consciousness from the forging of nightmares - that are dissolved by the will of the Mysterious Protector.
Nekta She’s lucky in what = what I’m not lucky in.
I am fortunate in what = in what she is not fortunate.
Literary yin-yang - with the adjustment that Nekta’s adventure took place years apart. She prepared me - for something sacred - which was the artistic content of the game.
CREATIVE / RESEARCH CHALLENGE Deconstruct consciousness during the experience of personal death during a lobotomy procedure. Reconstruct the journey of soul identification through space from the shards of past traumas - into the phase of rebirth. A journey through the flashbacks of a person - who is no longer Selfed.
ADDED DATE: 2025-01-24 16:08:22
TEAM MEMBERS (2) : Saveliy Merkulov - GD, ND. and Saratova Dariya - Programmer.
IP / COPYRIGHT / IMAGE / PHOTO / SOUND / VIDEO CREDITS All Copyrights belong to Saveliy Merkulov and Dariya Saratova.
EXTERNAL LINK: https://www.indiedb.com/games/deathloration/presskit
VIDEO LINK: https://youtu.be/1V6lOwDUgcc?si=RjDzYxx2i8RnRZZG
PUBLIC LINK: https://broken-curse-studios.itch.io/deathloration
Get /death/lor/ation/
/death/lor/ation/
/take the journey on the edge of dying mind/踏上濒临死亡的心灵之旅/
Status | Released |
Author | Broken Curse Studios |
Genre | Visual Novel |
Tags | aesthetic, Atmospheric, davidlynch, Endless, Narrative, Nonlinear, psychedelic, Surreal, theisbehind |
Languages | Arabic, English, French, Russian |
Accessibility | Subtitles, One button, Blind friendly |
More posts
- Beyond Identity: The Liminal Journey of /Death/Lor/Ation/7 days ago
- Gameplay Demonstration Premiere46 days ago
- /death/lor/ation/release/pc/53 days ago
- /death/lor/ation/beta/open/62 days ago
- /lim/bo/death/lor/ation/ost/73 days ago
- Death/Lor/Updation78 days ago
- /sutra/death/ost/ation/sutra/81 days ago
- /death/lor/ation/ost/shizo/84 days ago
- /death/lor/ation/release/88 days ago
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