my game Problem Attic turns 10 years old today. thank you to anyone on here who has played it and said nice things over the years! particularly the spanish and portuguese- speaking fans of the game who seem particularly vocal in recent years.
Problem Attic was made at perhaps the peak of a time where small games actually netted discourse around various blogs and places like Rock Paper Shotgun. i certainly didn't expect everyone to like it, but i think i was hoping it'd generate some interesting discourse/reaction
it started as a 72 hour ludum dare game i made that i decided it would be fun to expand upon for the next month and a half. the inspiration partly came from Michael Brough's game "Game Title: Lost Levels" and how it took a bug in his other game "Game Title" and designed around it. the idea was the ludum dare section would be the "intro" of sorts, and then the game proper would start when everything was turned upside down, so to speak. other inspirations were Yume Nikki or Braid, which i talked about elsewhere, and the style of old C64 and Atari games.
i think at the time, i expected it to generate some discourse and perhaps get a little recognition from a game festival. it wasn't out of the ordinary for small experimental games to get that. & it did get a little discourse, tho it definitely was dwarfed by a lot of other things.
one thing i should say here is the game is very much colored by me processing childhood abuse i had suffered for the first time in my 20's, a thing i had only recently started dealing with a few years before that. a lot of things in the game reference that very obliquely. a lot of games at the time made by trans creators were about transitioning, so everything was read through that lens. many people still read the game as a trans narrative. me being trans certainly factors into the game's creation, but it was more influenced by dealing with abuse
when the game came out i think i was frustrated that this incredibly dense abstract game got much less attention than a lot of small games that were more "clickbaity"/easy to cover. especially given how personal it was, and all the stuff i was going through in my life at the time. i was not remotely in a good place in 2013. that combined with the fact that a lot of people i knew didn't seem to "get" the game, or most upsettingly, thought i just liked torturing the player and didn't understand the inspirations behind it, sent me into a huge depression
anyway, the game came and went and a lot of other stuff happened and i got into a really deep depression. but at the end of 2013, Brendan Vance, who i did not know at all, wrote an extremely passionate post making a wider/broader case for the game. even though his close reading of the game doesn't always mesh with what i was feeling, this kind of post is the most flattering possible thing another person can write about something you've done. i credit this post to why anyone at all is still interested in this game now: https://blog.brendanvance.com/2013/11/02/problem-attic/
a few years after release the game did generate more discourse and i later wrote a post mortem of Problem Attic for the short-lived Offworld pub: https://boingboing.net/2015/07/30/the-other-side-of-braid.html. i think i regret that piece a bit. i mean there are intentionally confounding things in the game too along with the deeply personal parts, so i don't want to pretend it can just be fully read as some deeply personal/autobiographical thing which i felt the piece implied. i also don't want to impose one pure reading on the game either, obviously - because it is a very abstract game that is open to a lot of interpretation, which i think is great.
anyway, the years ticked by and flash games are hard to play now so i think the audience never got above a certain point of insiders who had followed my work. it certainly never found the larger cult audience of like Crypt Worlds, a game i did sound fx/music on shortly after. i think my frustrations with how the game was received - that it seemed so massively polarizing, and that it seemed to be totally loved or mostly just sort of ignored and people thought i didn't know how to make a game. which yeah - plenty of aspects of the game are rough around the edges, but a lot of it was designed that way intentionally. and just in general the fact that small experimental games don't even get the engagement they used to unless it's for meme-bait means i never made another game.
in the meantime you can still play Problem Attic here, either as a standalone .exe or if that doesn't work, a .swf that you can bring into a standalone flash player. it's not for everyone, but judging by other people's reactions if you're one of the people who likes it you'll probably REALLY like it: https://lizryerson.itch.io/problem-attic
i also should officially announce that i'm intending on releasing an album this year featuring a lot of musical threads that started around the time i made Problem Attic. it'll be like a part of a shared universe of sorts.
my timetable here is i that i'm planning to release a 3-song EP to preview the album and garner interest/hype around the first week of July. and then the full release will happen in September or October.
anyway - i know the people who care about games that got minor blog buzz in 2013 is dwindling. but Problem Attic is still to me the most artistically significant thing i've ever done (including writing) and it has lingered over my life since. so it's important to talk about!