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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 music is deafening to my ears.
I love what you conveyed in this game. It was definitely worth completing despite the difficulty. The controls were difficult. I usually don’t play these types of games, but I found the atmosphere and the speaker intriguing. I understand the purpose of how it ended, but I still want more. I doubt you’ll have a sequel, but I feel a few more questions need to be answered. Great job. I would like to see more from you.
Wow, I've just realized there was an alternative ending to this. I always played this as a rebel. It leads to different ending if I obeyed. Fascinating.
controls are awful
The idea of an interactive narrator is kind of fun, but you don't give the player any reason to listen to them. The first moments of the game are the narrator insulting my sexuality and worth as a person. Then it claims to love me.
The controls are fucking awful, the constant flashing boxes are annoying as hell, and at times, I literally cannot tell which platforms I can jump through and which I cannot. In addition, the ending is so abrupt and nonsensical that this story didn't get any emotion out of me, at all. Unless you count annoyance as an emotion.
If you want a platformer that actually has a little emotional torque and doesn't have painfully slow control, play Grey. It's lovely. Or heck, play i saw her standing there. It might not be deep, but it's pretty cute, and actually a little touching, and the controls are a joy to handle.
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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