I Fell In Love With The Majesty of Colors is a poetic exploration of alienation and social interaction by Gregory Weir, sort of like I Wish I Were The Moon but with tentacles. Are you a man dreaming you´re a cthonic leviathan? Or a cthonic leviathan dreaming you´re a man? Or are you a player trying to deduce a finite number of endings? The answer is C).
Gameplay involves moving your beastly tentacle around with the mouse and grabbing things. The curl of the tentacle as it folds up and furls out is the most poetic thing about it, the sentiment of the words and the shift from monochrome to color are secondary. The situations you´re put in, posed between empathy and paranoia as your monstrous form interacts with human vacationers, sit on the verge of being meaningful interactions. You´re almost fooled the first few times, until you realize that all this analogue slithering is just an asymmetric parsing of a binary decision tree. And by "you" I really mean me, you might be taken in by the weird charm and look no further into the murky eyes beneath.
I like to see more stuff like this actually, precious snowflakes of content that unfold like one of those paper-folded fortune tellers kids play with. But I´d like to see more exploration of these issues of alienation and language gaps done with algorithmic rigor. Is the barrier one of imagination or implementation resources? Based on my experience with Flash, it´s hard to pull off genetic algorithms and other specimens of process intensity, but its easy to do shallow but highly stylized games. I don´t know, do you? Can anyone propose a design where the theme of this game has more discrete nuance than five endings (same goes for I Wish I Were The Moon)? This is an open challenge.