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Credits & Info

Jun 14, 2010 | 8:57 PM EDT

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Author Comments

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



Rated 2.5 / 5 stars August 22, 2010

F*ck this

Okay, good concept and all, but wtf man! The camera movement sucks ass, the thing that you control cant even walk or jump well, how the f*ck am I supposed to play this? Yes, the concept and idea is important, but this is still a game! The ameplay should not be neglected...


Rated 2.5 / 5 stars April 17, 2011


Your game is high in concept and I applaud your endeavor to make a profound flash game. However, in its execution I felt no deep emotional reaction to the narrator. This is unusual because I am usually extremely sensitive to emotional context in games. On the upside, I did enjoy how the avatar could choose free will over following the narrators actions in certain sections. I thought some of the text choices were a bit too forced, but I will recommend this flash game to my friends of a more philosophical bent.

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Rated 2.5 / 5 stars June 17, 2010


This flash is nothing more than dominatrix lemming propaganda.


Rated 2.5 / 5 stars June 17, 2010

ok so this is weird

as far as a short story goes, i sense no character development; it looks like some sentence fragments to a story. second i could tell you were trying to cultivate a dream scape but these things are usually hard to do. it looks a lot like pieces of a story so im not too impressed with the story part. the choices you offered were 'slim pickin' so i wasn't impressed by that. BUT, this is a good demo for what might be comming? this seems unfinished is all and id hope you would work on this more give it a sense of completion.


Rated 2.5 / 5 stars April 20, 2013

I really liked where the game seemed to be going with it's 'gimmick,' but after completing it both ways I can't help but feel it was a wasted opportunity. Still: your vision, not mine, and fun non-the-less.