For this project, I wanted to make a simple digital game that represented an epiphany that has majorly affected my life recently. At first, I thought about doing something that symbolized the fact that most personal growth happens outside one’s comfort zone. I had to later let go of this idea because I couldn’t find a compromise between a compelling narrative and simple game mechanics that I could use to represent the experience I sought to convey. After a little more brainstorming, I finally decided on making something which would represent the importance of separating one’s drive to achieve personal growth/improvement from the success or failure of one’s transient attachments. I moved to pick this because this is a realization that rocked my life not too long ago, when I was at my lowest after a failed infatuation, and helped me find my way again. Since I was dealing with a fairly abstract and complex idea, I wanted to use simple game mechanics to make a light-hearted, simple parallel to it. So, I picked the asteroids template for game mechanics and proceeded to code in processing. The way the game is set up, the player character is supposed to be dodging/facing(zapping) the obstacles/challenges(red orbs) in his life. After a little while the player can opt to take a heart-shaped power-up that pops up. This grants the player god mode, and the player stops sustaining game-ending damages upon contact wit the red orbs. However, this is only until the power-up expires. After losing the power up the player slows down significantly and it becomes almost impossible to not be beaten by the game. This is supposed to symbolize the depressive after effects that follow when one bases all desire to live a good, healthy life on transitory pursuits, and those pursuits fail to pan out. After repeating the game a few times, it becomes apparent that the only way to beat the game is to survive without the power-up (making self-improvement independent of transient affairs) for long enough to evolve a natural god-mode, which helps the player to eventually beat the game (hopefully conveying that one can live a really happy and successful life it one doesn’t let strong yet transitory personal attachments become one’s sole motivation).