That there The POW-er is a punchslinger to the manner born, though she ain't exactly among the warmest of 'em. She's got places to be and bones to crush. Of such appointments she travels to and from by means of locomotive. She ain't in the business of lettin' strangers take her spot at the trainhouse neither — and to The POW-er, everybody's a stranger.
Crash through three unique stages and get The POW-er to the station before the train arrives, with enough strength to uproot whatever poor soul finds themselves sat at the single seat this side of the Milky Way that'll quickest get them a knuckle to the nose... Not that The POW-er needs your help none anyhow.
This game was created in seven days for the Bigmode Game Jam 2025.
An expressive game is all about experiencing someone else’s psychological, social, cultural problems and dealing with the moral and/or ethical dilemmas which result from them.
Keys of a Gamespace fits in that approach of video games, which is linked to Sébastien Genvo’s studies on game design and video games expressive potential. Just like cinema, or comic books, video games are not a minor way of expression. It can also, in its way, deal with serious or tough themes. The following works, for example, were references for our project : Mystic River, EraserHead and Twin Peaks, which happen to be some cinematographic references ; while A distant neighborhood, Black Hole, and American Splendor were some comic books references.
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Our ship has suffered an unknown disaster and has been forced to dock on the side of this planet, and all you have to do is lead us to repair the ship and continue its voyage, however, the danger is getting closer and closer without our knowledge......
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