the artistry and psychology of gaming


Your Bizarre Eyes

Your Bizarre Eyes

Welcome to Gaming on the House; don’t look down and and mind your step! In this feature, we’ll be climbing the rooftops of the gaming industry to seek out worthwhile experiences that everyone can track down and play, and the best part is they’ll all be free! That’s right; FREE! Gratis. Comp’d. Unbound. Unrestricted. Zero-down. On the House!… we talk about free games here, is my point.

Many may be surprised at the breadth of ideation and innovation found in games when there’s no monetary commitment attached, offering a unique learning experience for players and developers alike. Taking together all the flash and browser games, freeware downloads from the independent scene, speed programming archives, free-to-play business modules, and even promotional re-releases from big name publishers, there’s a never ending supply of great games new and old waiting to be played, and it’s our goal to play them all!

Your Bizarre Eyes

Genre: platformer
Link to Game:
Game Info: Added to Game Jolt by developer Shilov in April 2015

Your Bizarre Eyes is a rather silly, yet fairly relateable story about our innate desires to help our loved ones with their troubles and the creative solutions that can be conjured as a result. At the start of the game, we are introduced to a loving couple distraught over a recent development in their lives (the woman was blinded), and our character comes up with his own grandiose plan to get their lives back on track. For a 5-10 minute game to so succinctly capture a person’s willingness to move mountains for others along with the self aggrandizement that follows is an impressive feat by itself and worth recommending the game for its story alone, however Your Bizarre Eyes is also a competent platformer with desirable character physics and a design that forces precise jump timing.

What I want to talk about are the visuals that frame the game, and how simple effects can contribute to the overall story. Starting at the beginning, the opening cutscene is black and white, and shot through a screen filter that distorts the scene as it scrolls by; being as much an indicator that the couple’s present situation is not right as the dialogue between them. It’s an easy effect to enable in Construct 2, but here it was used with meaning. I would argue the filter is representative of how the main character feels; unable to accept his wife’s blindness as a reality. The filter goes away once the game starts, and I would argue this is reflective of the character’s assertion that his path ahead is the right one.

Visual accompaniment also continues during the gameplay as we move from abstract black & white scenery into color and a greater level of detail. This graphical change manages to serve several purposes at once, being an indicator of progress within the levels as encouragement for players to continue, as well as being thematically appropriate for the character as he sees his plan coming to fruition. The opening wasn’t the character’s reality, he’s looking to get his reality back.

Huh… I only now just noticed that in stills, the character’s jumping animation makes a lot more sense in motion.

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