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I wanted to build something confrontational, that would engage players to give thought to what they are doing both in and out of game.
The result is 'Loved' - a short story in the form of a flash platformer.
1. It should be much easier to perform precise drops now
2. Resurrecting inside walls should no longer be possible
3. Slope-related glitching should no longer occur
4. Added a small secret
I liked it. Lacked a little finesse though.
Had a very nice atmosphere. I played through it the first time- lovely colours, nice music, moderately fun puzzles. Played through it a second time obedient, and it was fun to see what those creepy red blobs chasing me were. Aerial motion is a tad iffy. You gain major momentum instantly, and it's hard to control him, with the spikes. I hope your patch fixes it.
The obvious implication of this game- here's a message, interpret me into your own life, worked pretty well. I felt later on the messages were a tad bland. You disobeyed, or obeyed, and got the same message every time. Slight modifications, to indicate increasing intensity would have helped. And more changes.
Maybe make the character themselves more beautiful as they disobeyed, maybe have slightly more ordered colours. I'm sure you could make waves of colour that were beautiful, as well as chaotic. It just looked a bit tacky by the end. The general sort of theme of the game- obediance brings clarity, disobediance brings beautiful chaos- should have been more like, disobediance is like a bad acid trip, not random colour crap. Maybe, it mighta helped adding an organic feeling to the disobediance? Would have been so creepy if you suddenly saw eyes blink across the screen, see the hand that grips you, saw the statue turn away from you.
I dunno exactly what theme you were aiming at, so the exact details would be up to you, but yeah, some more secret details. More changes as you run the gauntlet. Add a vapid quote at the end, as well.
As to the message- my first thought was lol, so left wing. Fairly vacuous message about some aspect or other (my guess it was originally something like the decadent west, based on the coin at the end- disobey capitalism, don't follow the evil jews who control the world or something like that, whatever thoughts run through your head.)
My personal answer to this issue is in a whole different frame of reference, to the game, so I didn't find it touching. I find colour in obedience and disobedience, and clarity in obedience and disobedience. It's the benefits, and the nature of love, that vary in me. What commitments I've made, what personal benefit I get out of whatever thing.
The obvious interpretation, of a relationship- in that situation, I've felt chaotic, out of control, uncertain, when being controlled, and ordered, controlled, certain when free, so my experiences are the opposite. I suspect the conclusion most people will get out of this is 'disobey, it's colourful'. It's not as deep as it could be. It's not, BP oil spill deep. Needs more.
Congrats on being written up on Rock, Paper, Shotgun and IndieGames.com. This game really was a breath of fresh air to it's genre.
great game...enough said
i almost cried it had such a meaning *sniff sniff*
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So caving in to unreasonable demands is what makes you a (wo)man? Good to know?
At any rate, whatever the moral is and whether or not I agree with it I still had fun playing so 10/10.
Shoot swords, teleport and don't mess with the turtles
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