Q&A About The Game!

Hello, Poopsy here! I collected a bunch of questions I get asked regularly and made a small article out if it. I hope you find it interesting! [img]{STEAM_CLAN_IMAGE}/43050305/8293fef3e0664d217ccbb01fd539faba6d149317.png[/img] [b]Q: Is The Lies We Tell Ourselves a horror game?[/b] A: It's not properly a horror game, at least in terms of constantly startling the player. The game is mostly a narrative-driven experience: the story isn't just a backdrop for random scares, it's the beating heart. I like to think of it as a supernatural adventure that can be enjoyed by both horror and non-horror fans, provided they're kind enough to tune their relative expectations accordingly. [b]Q: It's not a horror game, but it's meant to be disturbing. Care to elaborate?[/b] A: Mind you, there's nothing wrong with jumpscare-heavy games with little to no story, I enjoy them myself! However, for my own I tried to evoke a slightly more profound emotional response, touching on themes that ideally will resonate at a deeper, soulful level. For me it's not about scaring the player, it's about building the right atmosphere and sequences so that eventually a bunch of even scarier introspective questions will naturally make their way into the player's mind. [b]Q: Puzzles serving the story? Is this some sort of pretentious intellectual bullshit?[/b] A: Sort of. Every puzzle is intricately woven into the fabric of the story. Even the most abstract ones have an actual meaning and purpose. Solve them, and you're just progressing in the game. Interpret their meaning in the context of the story, and you're actually unlocking a deeper layer of the story itself and what it's actually about. [img]{STEAM_CLAN_IMAGE}/43050305/f98dc6a69287c917546d52270734592c385eddf6.png[/img] [b]Q: Choices, consequences, adult personality... Is this game preachy?[/b] A: Hopefully not! At least I'm not actively trying to be preachy or patronizing. Let's be clear – The Lies We Tell Ourselves is a fictional supernatural story. It doesn't claim to provide all the answers or even be accurate in exploring life's complexities. The game has no specific moral message nor is it meant to: every player is free to and should come up with their own interpretations. At best, it's a weird cautionary tale, meant to offer little moments of reflection for the more introspective players. At worst, it's creepy and there's monsters and shit. [b]Q: Is this game going to be political? Is the game about [social issue I care about]?[/b] A: Nope, not political nor a social commentary. However, If you think it is and feel the urge to fight about it on social media, feel free to but hopefully I won't be part of it. [b]Q: How long is the game?[/b] A: Difficult to say, I'm working on a 4hr experience. It might be more, very unlikely less. Clearly, since the game relies heavily on puzzle solving, part of the perceived length will vary according to how quickly players will figure them out. For context, I consider the demo to be about 35min long. However, the majority of players took way more than that. What I'm trying to achieve is a dense interactive experience with no artificial lengthening. Basically, no walking through a really long corridor for 15min where nothing happens, just to make the game longer. That's all for now, if you have more questions, please feel free to comment below! Take care, Poopsy