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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 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.
i like it kinda but it make you fell like your the games bitch and the music kinda got on my nerves but still a good game
dont get it
your a person whos a girl and a voice tells you what to do. how does this have to do with me? but pretty colors
An Actual Review
I'm going to give you an actual full review instead of one sentence exclamations of blind praise or bitter disgust. Hopefully it'll help you with artistic endeavors like these later on.
First off, the art style is very "independent" with its minimalist design and black-and-white design. This brings me to my first point. There are discolorations as the player progresses through the game. Why? I know there must have been a point to this, but it isn't clear to the gamer, and therefore meaninglessly frustrating to those looking for the greater purpose. We need to know the symbolism of this changing color scheme.
Secondly, the platforming controls are a bit finicky. There was one part where I got stuck for a while and almost quit the game altogether. I knew what I had to do. I knew how to do it, but the controls were far too imprecise. I was sliding around to much and there was too much of a delay on the jumping mechanism. These technical issues almost kept me from PLAYING your game.
Lastly, the narrative bits are interesting, but, again, ultimately meaningless. Who is this person speaking to the player? Why are they saying these things? What sorts of effects do these choices have on the player's gaming experience? All of these questions need to be answered. The fewer questions you answer, the more people are going to be turned off by this game. Thus, the fewer people are going to get your artistic message, one of which I'm sure you have.
Basically, the design of the game screams artistic expression (a la "Passage") but the controls and narrative structure don't support it. And the gameplay controls discourage players from multiple playthroughs.
I hope this response has been some kind of help in refining something I know you must be passionate to share. I hope to experience this piece of art for what you truly want it to be later on.
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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