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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
good job being my ex! but a good strait up old schooler and i liked the changing levels. good drunk game
this game has touched me... the creature was so cute and how he moved... the interaction with the game... will you listen to this unknown voice or no? graphics started to mess up after you dont listen to the voice... seems like it wont like you. the voice has affection for you but you sometimes decide not to listen to it and the game becomes harder because of all the colors... please make another one!!!
The gameplay was a simple, tried-and-true platformer, but the story and the background; the being trying to control you and your environment, while you have the ability to say 'no'.
Excellent Design, interesting coincidence...
The best path, is to moderate your actions. Although it has more to do with the functioning of the game than with real life.
The reason why?
The boundaries of objects that cause your character to fragment. If when the voice (which is what I shall call that black and white text) tells you to jump on the spikes, when you do, the red boxes representing spikes will change into white squares with black triangles on them. This might not have been a good thing, though. Because the killzone of this square of spikes covers an entire square of space, and because the spikes are now the same color as your other surroundings, it is far harder to avoid running into them on accident. But as a red square, fully defining the dangerous hitbox, the spikes, as well as the other numerous threats your world has, become far easier to avoid.
Whether this observation holds any real meaning, however, is open to debate.
Now, on a more philosophical perspective:
The mysterious voice that claims to love you: This voice is supposed to be some sort of omnipotent figure (let's say God; no, I'm not using his name in vain, that's not his real name), your parent (God, or some other parent figure), OR part of your own mind.
If it is indeed your human conscience, that changes matters entirely. What the voice tells you to do is generally either compulsive, instinctive, or entirely irrational, and the human mind is just so. How you act on these suggestions affects your perspective of the world. If you follow through, you realize images of the world, and you feel intelligent, and like yourself more (the voice, being part of you, also likes you more). If you ignore your "conscience" you feel generally disgusted with yourself, and the voice states that. Eventually, you forgive yourself, as the voice does, and love yourself again.
Or, if you chose the path of complete disobedience, your world becomes abeautiful (albeit somewhat harmful) work of art, a creation of your own, that is pleasing to look at and far more colorful and far easier to tread than the environment that the voice creates (which is very similar to a dungeon or a prison; perhaps your world is a representation of the Luciferian syndrome, the hubris that mankind suffers from, some more than most) and you feel free, and powerful, and you continue on your journey alone, with no insults, and no orders. But you are left without love. the omnipotent figure, though having lost its sway over you, and having its reality turned to yours, is no longer there to comfort and guide you, and to love you.
So, if you even bothered to read my philosophical thesis, the question is, do you, as an individual, require love or free will more? Because in this world, you can't have both.
This game is beautiful... I loved it every time I played it.
3D action driving game
Manage and train heroes to build up a world-renowned adventure agency!
The Snake/Pinball mashup you never knew you wanted.
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