Released: Resolving Conflict

New game, this time with Tara Ogaick, called Resolving Conflict by Acquiescing to the Overwhelming Violence of Time. I think it is best to play the game with headphones on.


We created it for the “Your Enemies Don’t Have To Die For You To Win” Jam, aka the #creativeconflictjam. The basic idea of the game is that you can win most conflicts by just waiting until the conflict goes away, possibly until to shuffle off the mortal coil. I think we thought it would be funny to begin with, but after building it and playing it, I can just say it is super dark and depressing and not at all what I thought it would be.

Tara sums up our design thesis for the game:

Once upon a time, Cameron and Tara were talking about haunted ketchup bottles and the way that games can often be the same. Suddenly! Cameron said there was a game jam for conflict-solving sans violence and they thought, HEY! what if the conflict resolution was to do nothing at all? This game explores that thought!

As very astute game critic Maddy Myers pointed out:

I feel like a lot of people solve conflict in this way. By, y’know, not solving it.

So maybe we aren’t very clever at all.

This entry was posted in A Game I Made, Video Games and tagged , , , . Bookmark the permalink.

3 Responses to Released: Resolving Conflict

  1. hadakahidaka says:

    Funny concept! The first time I played this, there was a bug making the tattered clothes image remain over the dying images, so I thought that the tattered clothes person had killed somebody and was waiting for them to die!

    • kunzelman says:

      This is actually a common error and I have no idea how to fix it, but I like that it adds some kind of b-side gameplay.

  2. Pingback: My Life In Neon | Creative Conflict Jam Games

Comments are closed.