The Soderman Complex
Premise:
This game takes up the gauntlet of Soderman's challenge to the individualistic, personal-growth centered nature of Csikszentmihalyi's Flow Theory in a visual novel format. We wanted this game to give a player the opportunity to explore collective, communal ideas that actively resist flow by providing a slower pace and a central map hub for alignment feedback and reflection. We initially wanted a more complex battle and inventory system, but we ultimately simplified the game to give us time to outline more of the moral/ethical choices that Rue, the main character has to make, and to give less emphasis on prioritizing health and more emphasis on the impact of those choices. We did not have time to complete the map, but we did at least give previews of every core part of the game. In its full form, this game would have had chapters centering around one NPC's struggles and stories.
Contributors:
Lead Programmer, Technical Designer, & Music: Logan
Lead Mechanic, Narrative Direction, Documentation, and Timeline Programmer, Adobe Backgrounds, & Large Wisp Recolors (unused character recolor below): Evalynne
Tile Assets & Small Wisp Recolors (seen below and in-game) : James
Wisp Concept Art (seen below): Izabella
Our Produced Assets:



| Updated | 3 days ago |
| Published | 4 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | QuantumSpacehole |
| Genre | Visual Novel |
| Made with | Godot |
| Tags | 2D, demo, Godot, Pixel Art, Short, Singleplayer |
| Content | No generative AI was used |
