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Each phobia gains a suffocating force in the human mind under the influence of the same factors: stress, depression, etc., and the psyche tries to protect itself from any neurosis in a similar way, depending on the nature of the patient.įor example, one of the forms of protection that Max’s psyche shows is fantasizing – a departure from his monstrous reality into a fictional world, where all his desires are satisfied, where brave knights protect Max, and where Max himself can imagine himself to be the king of a fictional country. I could take any of the phobias and it would only affect the opening scenes, and the images of the main characters. Why, then, was a neurosis as rare as coulrophobia chosen as the theme around which Fearmonium’s narrative would be built? This is because the object of the phobia is not as important as it seems. I am a Master of Psychology and if I have knowledge in psychology and the ability to convey it in a playful way, then, again, it would be extremely irresponsible on my part not to take advantage of this. In order to tell something, I needed to have knowledge in the area that I was going to talk about. When deciding on what topic I would convey to the player through my game, I was very limited in options. I feel it’s very irresponsible to dispose of my power over the feelings of the players without using all those tools that will help them learn something new or penetrate deeper into the story I have invented. I firmly believe that games can say more than “press A to jump,” and that their plots can be coherent and thoughtful stories, instead of the primitive “Save the princess or kill the vampire.”Īs a game designer, I have the means in my hands with which I can convey knowledge and deep emotions to players. In doing so, they will try to develop what is an unpleasant memory into a real neurosis. There, among the images in which his memories and emotions are stored, the player will take on the role of a phobia.
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My name is Slava and on May 20, I released my third project, Fearmonium, which takes the player into the mind of a teenager named Max. Its dev Slava Gris, who has a Masters in Psychology, reveals how he made the game.
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22 May, 2021 Fearmonium is an action-platformer dealing with neurosis.
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