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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 only saving grace is the audio, which is quite fitting.
Stiff controls, bad jumping mechanics (you speed up in mid-air) and uninspired levels. The colorful squares do not really impact how you play the game therefore it is meaningless, as is the story which fails to reach any conclusion or offer a riddle.
(if you feel like rage-quitting at the red square-jumping part..just do it, nothing much left afterwards)
Very lovely game
idont get what the game is saying
So I guess I had two endings (I played this game twice). I unsure if I got the correct ones or not, or if I understood this but. The first time I played rebellious and the game ended in a sort of glitch where everything went up in these funny colored cubes and the character kept moving towards the barb. The second ending was where I listened to the person and I finally reached a floating coin. That was really the end? If yes, it was a bit confusing, but I loved this game anyways. Very creepy and emotional. LOVE IT.
An addictive and challenging simple math puzzle game
And so it dreamt.
Help Eddie get his watermelon so he can finally spend a nice and relaxing day at the beach
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