This game is a story about a young person who is like an emo, emotionless with hidden feelings. During a trip he/she falls in a delirium. And now we are where our game takes place. It is a “dreamworld” where this young person finds itself as a manifestation of its inner mirror. This abstract being is in a grey status and looks very depressive because of his real appearance. So this is our main-reference to the given theme of the contest “We don’t see things as they are, we see them as we are”. The Second reference we applied to the game is that in this “dreamworld” the player is able to find “Colororbs”. If they are touched the color and the orb itself are consumed by the being for a different amount of time – the color and the facial expressions change to show that the player discovered a feeling which the young person hides. With the change of the appearance of the being, the environment also changes. So from the point of view of this being the sentence would be like “I don’t see things as they are, I see things like I am”
Jam year: 
I am who I want to be
Honor Aaron Swartz
MS Windows, Mac OS X, Web browser with special plugins or packaged apps
Tools and Technologies: 
Unity (any product)
Technology Notes: 
Everything you see ingame is made by hand, even the shaders. Have Fun.
Installation Instructions: 


Can be played as long as the *_Data-folder and the executable are in the same folder.

The Webplayer-Version needs the Unity-Webplayer to work.


Programming/SFX: Frank Köhnke
Programming/Website: Marc Richter
Modelling/SFX: Max Stüzl
Story/Level/Idea: Peter Kaufmann
Story/Level/Idea: Michael Schulz

Puzzle element "Companion Cube" is under the Copyright by Valvesoftware.

Every model, texture, shader and script (except character motor) is made by us.


We would like to thank our Professor Dr, Daniel Görlich.

Game Stills: 
Source files: