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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 don't see what everyone sees in this. All I see are crappy graphics, and annoying, difficult movement. It's like Minecraft all over again. A lot of people are praising this for "Making them think". All it is is being punished for not obeying, and the opposite. Fix the movement, framerate issues, and I'll try again. Although I like the Idea of the game.
Kept me playing =-)
It was a bit frustrating until I got the hang of the controls but it was very good
I tend to like these kinds of games, but this one felt really arbitrary. There's no deep meaning to uncover, no heartstring-storyline to put together, not even philosophical poetry to ponder. Just random.
Not that it wasn't fun - a fun little platformer with eerie atonal music, and starring the munchkin from those Zero Punctuation game reviews. Also, the mechanic of making everything go mosaic when you disobey was great. Incidentally, I think the game is way more visually interesting (and easier) if you disobey everything. but maybe that's just the kind of person I am...
errmmm interesting i guess...
it loses 4 points for pretension and condeluded messages.
That message you speak of.
I really wish that people would stop giving low ratings that reviews that complain about the message not being clear. All that means is that the author didn't succeed in passing it on to those people, which is genuine criticism. Personally I also think that the representation is a little too vague.
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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