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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
I like it
It is poetic and creative. I especially like how you can choose to say no, and get a negative reaction. "Take the more difficult path" "ppffff no way why the hell would i do that?" "disappointing."
this guys a real
dick but the game wae alright
Interesting concept, but I nether felt engaged nor did I feel that it affected me outside of the game, aside from me realizing that your love life must have sucked or something to focus on stuff like this.
I really like the concept here, but the game was so laggy and the controls were so bad that I kept dying when I was trying to navigate what should have been simple obstacles. With a bit of polishing to ensure the controls don't impede the gameplay however, I believe this could really grow into a great game.
No, it's not a metaphore to anything, it's a bug on flixel, I'm almost sure about it, saw it on other games such as Redder. And in case it isn't, it's annoying to have all tiles glitching and having to guess what does each tile do, you end up not enjoying this at all.
And now about the game itself: it's nice, amusing, and has a transcendental underlying message. But it's kind of short.
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