created in roughly two sessions. in the second session, i had been inspired the previous day by the experience of carrying around a large object and being unable to see right in front of me, but being able to see pretty much everything else. i recreated that experience in the form you see here.

it is not a straightforward vision-blocking, but has a longer history based on the player's earlier movements. it reminds me of don't lose your head:

https://droqen.itch.io/dlyh

the game originally had a more random layout, something like octopus (oubliette #5). the new version has a generally linear structure like study 359B has, where the player makes a very limited set of choices in terms of overall navigation: [the player can fall into the grey basin near the beginning. there is nowhere to go but back up. the player can climb the secret route on the right before the ending. there is nowhere to go but back down, or to exit to the right.]

when i say "choices" i mean regarding the accessing of new content. of course the player always has the capacity to make choices about their personal play -- for example, quitting the game early, or jumping around the same room endlessly, or replaying the game many times. maybe the word "choice" is not even the right word...

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i did a tarot reading to try understanding this, it was fun:

https://hidden.droqen.com/index.php?topic=37

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