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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
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
I think this game is about how other people influence our perceptions. The voice tells you what could be viewed as "barbs" or a "statute", but you don't see them as barbs or statues unless you choose to aknowledge them as so. The game gives you a choice whether to let someone else impose their worldview on you, making things more clear and ordered but ultimately colorless, or to choose your own path, which is more confusing but also more free and beautiful. The game challenges us to question those who would try to shape our minds - the voice says that it loves you, but does it really just want to control you?
Overall it was a very good game, experimental, creative.
A retro-inspired 2D Action RPG set in the distant future (DEMO)
Travel the world on an epic shark lifting adventure!
What happens after the final boss is defeated?
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