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Initially, it was conceived that each map would have a certain set of symbols, references in the environment, to convey certain feelings.
Somewhere it turned out well, somewhere not.
For example, on the meat factory, a huge dolphin-crocodile in a hangar symbolizes the emptiness inside, which there is nothing to fill.
The time on the clock goes in the opposite direction, and if you bring a mirror to the screen, it will show real time. This is a reference to the fact that the world in the game is a distorted reflection of the real world.
In Stork Manor you can find a broken heart and crying storks, these are symbols of loneliness.
Dali Dali is a bright and at first glance cheerful map, but there are masks that cast sad shadows. Sometimes people hide heavy feelings and experiences inside themselves, and pretend to be happy in front of others.
You can find statues-dolls of mifiks and painheads all over the game. They are children's nightmares, like all the other monsters in the game.
The game starts in a prison room, it's hard to explain, it's something like excessive destructive self-criticism. And when the hero comes out of it, everything around is so
strange and unusual, as if he is going crazy.
In general, everything turned out so crumpled and not whole, because that's exactly how I felt when I made illwill.
So what you mean illlwill is a game of symbolisms of world first and story later?