A downloadable game

Buy Now$3.00 USD or more

Monologue is a game where players talk about a recently deceased person's last feelings, using tokens to do so. It is about remembering your life as you are carried to what comes after.

In this game, each player will take on the role of an emotion within the deceased. Guided by the rules, you will remember the deceased's life and tell how you were important in their memory.

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독백은 토큰을 사용하여 저승 너머로 길을 떠나는 이의 마지막 감정과 기억의 이야기를 꾸미는 이야기게임입니다. 각 플레이어는 한 사람 속 하나의 강한 감정의 역할을 맡으며 규칙에 따라 떠오르는 기억들이 어떻게 자신의 감정과 연관되는지, 토큰을 주고받으며 말합니다.

StatusReleased
CategoryPhysical game
Rating
Rated 4.8 out of 5 stars
(4 total ratings)
AuthorSangjun
Tagsdead, sad
Average sessionA few seconds
LanguagesEnglish, Korean

Purchase

Buy Now$3.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

Monologue 1 MB
Monologue - Plaintext 4 kB
독백 401 kB
독백 - 플레인텍스트 5 kB

Merry Copies

Support this game at or above a special price point to receive something exclusive.

Omnilogue

Every copy of the game sold will contribute 2 copies to this pool. As long as the pool remains, you can freely download a copy of the game. Enjoy!

같이 하는 독백

독백의 판매량이 하나씩 올라갈 때마다 무료 카피 2개씩 추가합니다. 잔여량이 남아있는 한 자유롭게 받아가세요!

Development log

Comments

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The minimalist design also leaves only a vague sense of tone. This can be a positive thing, for a play group the has a clear idea of the kind of story they want to tell, and just needs a structured framework to build on. 

But a more well-defined aesthetic could nudge a less-experienced group towards a specific mood or vibe. 

Given the subject matter, my gut instinct would be one of two trope-y approaches: the “Ghibli way” (or possibly the “Gaiman way”)—emphasis on mood and atmosphere to weave mundane concerns into a spiritual/existential realm, and vice versa—or alternatively, the “Pixar way”—humanize the abstract, and hope it all seems internally consistent enough. 

And yes, I realize that neither of these is mutually exclusive.

Thank you for your thoughts and comment. :)

The physical appearance of the game is under-developed - I'm hoping to update this game when I can afford to improve its layout and art. People who've downloaded it should get the updated version as well.

I appreciate the comment on the design aspect of the end condition, by the way, and in the updated/expanded version, I might have to add more text to talk about that. I like how it is right now honestly (which is why I released it in the first place) but that appears to be something fruitful to pursue.

(1 edit)

Let me get one bias out of the way: I’m generally not fond of games that don’t have a well-defined end condition. It doesn’t need to be a ‘goal’, resolution, or question answered. But I prefer it to be framed as “play until X happens”. 

On one hand, there’s the practical consideration of knowing how long a session might last. But in a meta sense, it gives players an idea about how to move towards—or delay!—the end.

Monologue suggests possible ways to wrap things up. But in practice, the various options leave a bit too much room for narrative threads to dangle, which could leave some players feeling underwhelmed or left wanting.