Pretty Cool
This is a really interesting project here.
Personally, my interpretation is that the guy is really "gray" to start with in that he has a broader view of the world than the mob around him. When he sees the mob he easily sees the fallacy of their point of view and so tries to change their minds. When this results in a mob that swings the other direction, he easily sees the fallacy in their point of view and so tries to change their minds. After doing this a couple of times, he realizes that they're just going back and forth from one pointless aggression to the other, so he takes a different tack at it, trying to calm people down, but he can't fight the extremism of mob mentality.
I think that speech bubble mechanic is really interesting. I also think that the fact that you sometimes lose yourself in the crowd works really well.
Personally, at the end my feeling was, that's not how things work in my experience. But then, I've never been in that sort of mob situation, so I don't know...
Umm.... Okay... I'm gonna try to critique you on some broader criteria here. I don't quite know how to do it, and I'm kinda trying to channel one of my art professors. I apologize if anything I say seems a bit harsh or insulting. I like this game, I understand the experimental nature of it, and I mean no offense.
In terms of "games as art", I think this is pretty good. You've definitely got something interesting going here. But in general terms, as an artistic endeavor, this is kind of clumsy and amateurish. Umm... I can't quite articulate what the issue I have with this is... I suppose I might say that it feels a little blunt, and maybe the relationship between certain elements aren't thoroughly thought out.
So, I guess what I'm saying is... I think this is a great start, but I think with a lot of work you can make something even better. If you're making a work of art you have to be pretty meticulous, nitpicking yourself, looking at all the details of the various elements the piece and what they mean (and if you've already been doing this, I apologize for talking your ear off). Why did you choose Atari style graphics? How does that interact with the overall message of the piece, or how might it affect interpretations? Why is there this very brief repeating sound loop? Does the repetition have to do with the meaning? Why is it that every time the crowd switches, every person requires the exact same number of... "arguments?" (2 more than before) to convince? Shouldn't some people be easier to convince than others? What message is conveyed by this measured difficultly curve? Maybe early on there should be some people who's minds you can't change.
If you guys continue to do stuff like this (and I hope you do), then when it comes time for play testing, I encourage you to find artists to give critiques. Perhaps an art professor at your school who's used to time-based work (video art, preformance art), or a writer, or a theater professor, etc. (extra bonus if you can find a teacher who's game-literate, as they're less likely to just be taken by the novelty and to give you an honest critique).
So... yeah. I hope you guys continue with stuff like this.
(and incidentally, you didn't communicate anything "solely through gameplay. You also used symbols; people, word bubbles, a burning city, weapons, etc. to communicate your idea. I'm not saying there's anything wrong with that, just pointing it out. It's just kinda how things work. I'm not sure if one can really communicate something "solely through gameplay", as people will always read something into the shapes, colors, etc. I suppose you might say you've done it if you completely change all the graphics and the meaning still comes across)