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Arrow keys or WSAD to move.
Please note the game was previously stolen and submitted by someone else, if you liked it before I hope you will like it again! Many thanks to shadow6nothing9 for the music and the newgrounds community for its support!
Wasn't too phyced
Honestly I didn't enjoy it that much. All I did to move the story along was randomly mash the jump button while moving sideways. I understand it's supposed to be about color, but come on. Everything was completely flat you needed some shading for the art part to be decent. The music was definitively the most appealing aspect of playing this game. I wouldn't change a thing about that. I would however, make the beginning cut-scene take less time by having him start moving sooner. I was confused weather I was supposed to be doing something already.
Warning: Minor Spoilers
Ignoring the art part of this art game, it's just your average mediocre platformer / fetch quest. Game developers really need to understand that the game part is just as important as the art part. So many art games are awful because they neglect to make their deep, meaningful stories less than a tedious chore to experience.
Speaking of the story, I believe this game is about a depressed girl who lost her boyfriend. The ghost of her boyfriend (the player) travels around the general area picking up items (perhaps significant to their relationship) and gives them to her, each one pushing her closer and closer to being able to move on.
Or, alternatively: "Spending all your time trying to get a woman's attention will eventually kill you".
My recommendations for this game:
- A map screen, similar to the one in Super Metroid, that would fill up as you explore the world. This would allow you to have a larger world without the player getting lost.
- Traps, pitfalls, actual hazards that break up the tedium of traveling around.
- Actual meaning for each of the items. The flower on the grave was the most symbolic thing in the entire game, yet the other items were just random things in random places. Also that was the largest four-leaf clover I've ever seen.
- Dialogue, narration, something to bring the player into the world you've created.
- Alternate endings based on the player's actions, perhaps how long it takes them to get the items, or maybe some red herring items for the player to collect.
- More than one song.
I give this game 3 out of 5 stars for the art part, and 1 out of 5 stars for the game part, for a total of 4 out of 10 stars. Actually, I'm going to give you an extra point for choosing to use actual graphics instead of pixel graphics, which far too many (terrible) art games rely on.
You have potential to make a great game. The only direction you have to go from here is up. Don't let this review discourage you, but don't let the good reviews get to your head, either.
Utterly benign gameplay. No enemies, no obstacles, no manner of exploration as you point out exactly where each item is immediately, and no time limit makes the game barely a game at all.
In addition there seems to be no actual message or goal within it. The man is unnoticeable from start to finish, and because the protagonist has no visible attachments to the world aside from the woman, his disappearance means nothing. The colouring mechanic is pretty, but again it has no context to mean anything. Why does making the world more colourful cause the protagonist to fade? Why is it than it's only when the woman gains these items that the change happens?
I'd love to see a little context if you have any to give.
50% of game 50% of art
pretty good as art
failure as game
... for emo kids. It's slow, boring and just really lame. The controls were smooth and the sound was alright.
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