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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
and so much more.
You may control my body, but my mind is not yours to command.
My mind will only listen when you tell me what I want to hear, so I will not fail, nor succeed.
I do not hate you; I confront you because I love you,
and I will leave you for the same reason.
I always loved you.
this game is simple.
but yet complex in so many ways when it comes to the human mind.
to o bay
the commands of some strange voice that came from nowhere.
the player could call it god,
but your actions brought consequences of clarity
we all have a choice.
this just proves it.
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
Be a heroic badass! Or just be a bad guy (or girl!) who’s an ass. It’s Crypt Shyfter!
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