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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 guess since you have to give thought to this, there really isn't a good or bad ending. It just depends on how you think of the surroundings that are going on. My perspective on this would be that there are two endings, one: for being "loved" by someone and staying in a very detailed world, or two: being free, escaping from the place you were "trapped" in but possibly "saddening" the person who was talking to you. Maybe if you can understand this meaning of the story, it might open new doors for you. 10/10 because it made me think, :P
The colors were a metaphore of influence or wanting somebody to influence you in a relation ship but i duno
i had alot of fun getting the bad ending even though its kinda bad i got the good ending first though
a true masterpiece
Check your knowledge with fun about fine arts
Control bullets with your mind
Unlock and upgrade vehicles and drive your way through zombie hordes in order to escape.
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