Sampling in the Deep is a dungeon crawler adventure game which combines elements traditionally found in graphical adventure games, visual novels, social sims, RPGs, idle games, survival-horror, Metroidvania games and more.
It is a MESS and is being developed by someone who has more experience making EROGE than any of the previously listed video game genres.
That being said, it is also a SHORT, DEPRESSING, DELIBERATELY BROKEN game about isolation, addiction, communication and other THEMES.
ROMAN Á CLEF was a game that explored ideas surrounding the potential of appropriation art video games as artefacts to be wilfully thrown into the digi-tel - playable multimedia time capsules - with just a smack of consideration to the abandoned, fallen civilization aesthetic of liminal digital spaces. It is true, I'm afraid, that the written component of my Masters Thesis did most of the heavy lifting, whilst the game was mostly thrown together and truly only stands as the punchline to my academic career - (you BURRIED it?????) and no I don't want anyone to play it.
SAMPLING IN THE DEEP on the other hand has been designed as a playable game first and foremost, with my loftier explorations of stuff like GOTHIC LITERATURE AS AESTHETIC TRAPPINGS IN THE 8-BIT BLACK EXPANSIVE BACKGROUNDS OF 8 BIT RPGS and FINAL FANTASY AS GRAIN AGAINST MONOMYTH being primarily the focus of my writings. Sampling, instead, is meant to just be a game with a bunch of ideas thrown into the pot.
WILL CASEY MANAGE TO SAVE SEABLITE??
JUST HOW BIG IS YOUR INVENTORY ANYWAY???
AND EXACTLY HOW LONG DOES IT TAKE FOR YOU TO DRAG THE MOON ACROSS THE HEAVENS WITH YOUR THUMB????
All of these questions (and more) will be answered (more or less) over the next year as I crpytic post about my favorite game - the one that I am making RIGHT NOW.