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Give Up

rated 4.01 / 5 stars
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Action - Platformer - Other

Credits & Info

Mar 13, 2013 | 7:04 PM EDT

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Author Comments

Failure is inevitable, so why delay? Hit that Give Up button and be done with all this. No need to try to finish the game. I wouldn't be impressed either way. But if you want to humor yourself you can at least try a few floors on for size.

Game by John + Tasselfoot
Ending Music Tracks by Kevin Macleod []

WASD / Arrow Keys to Move



Rated 5 / 5 stars


I love this game.

People find this review helpful!


Rated 5 / 5 stars

i raged alot and had tons of fun at the same time (gave up at 77%) plz make a 2nd one


Rated 5 / 5 stars



Rated 5 / 5 stars

AWSOME game!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!! IT IS SO FUN! Me and my brother tried it and had a total of 395 deaths before we give up!!!! I VOTE THIS AWSOME GAME A 5 STAR >:)
(P.S. we give up on floor 25. Pretty hard. Please make the game more easy!)


Rated 2 / 5 stars

This game is flawed to the point of it being a downright offense to Newground's content, and yes, I'm going to use these harsh words or else whoever put this together won't consider their faults.
This game is not hard. I'd like to imagine it was meant to be played as such: you move across the level (which disappointingly turned out to be basically a single level, but more on that later), you make adjustments to your course whenever the turrets fire their shots, repeat until you get to the exit.
The game does everything but endorse this. Here's an alternative way the game can and will be played, more efficiently (there was another one, but I forgot to write it down, shame on me):
Trial and error. Of course, there is no difficulty to this whatsoever as the execution part of the platforming is very simple (even though the control is lacking a bit in accuracy, that's really not an important aspect of the game). In this case, I'd rather play IWBTG - that game rewards you for your progress and is even less dull due to the variety in the challenges, including platforming ones.

Here's the main problem with the design. The level hardly changes and the hazards hardly change. The difficulty curve is all over the place (somewhere in the Marianas Trench for most of the game) in the sense that adding a few more hazards, one more laz0r or whatever really only requires around one change in your strategy, the rest is just getting the timing right which you really cannot figure out beforehand and is not exciting. It is boring. I don't think you wanted to create "Timed Simon," but this game is basically that. Just more dull due to the... Eh, points:
1) Uninspired visuals. Srsly. A dull grey lab made out of dull grey blocks. Haven't seen that one before... A thousand and one times! Actually, others tend to throw it up somewhat. And the protagonist, oh god. I know where you guys probably got it from, and that game had a reason to use a single-color human protagonist. You really don't. I guess how it's someone being tested should be mentioned here, but it seems to be a horrible pattern we seem to be running in here. You've got fantasy, so use it.
2) Even more uninspired antagonist. Or whatever he is supposed to be. It has been done a million times, and it won't get funny or witty because you make it say self-referential humor. It just reminds the player of how they're wasting their time with this pointless, ultimately bad game that goes out of its way to offend you for giving it a chance. Well, it managed to offend me by trying to be funny, like a man trying to impress his CEO while wearing no pants and a jersey.
3) Repetition. Yes, we do feel it when we're doing the same motion five times, each time eating away 9 precious seconds from our lives, being non-engaged and listening to music that's so bland in this genre that you could magically transform it into water and I wouldn't notice. (No offense to the artist, that's just how much people use these.)
4) No skill required that is implied by this game looking like a platformer-esque game.

Some things I noticed:
Upside down spikes noticeably still seem to have their "hitbox" at the top instead of the bottom of the graphic, which makes jumping under them easier. I assume that this is an intended feature, although it incidentally allows you to bypass many supposed challenges.
Wall jumping. This makes most levels laughably easy, as you can infinitely jump on walls. It's not always reliable when arriving at a very wide angle, however, which makes the game frustrating. I don't think this is a feature as I believe I also managed to jump on a laser (wat). When I didn't straight pass through it, anyway, which did make me feel good momentarily. Falling blocks also break on touch which makes bypassing them in a horizontal direction possible. Or, you know, wall-jumping up and above them.
While the game stops after death if you don't input anything, you will inevitably be inputting something because you die while trying to avoid hazards, which makes this feature basically pointless, and also makes resuming playing after a respawn annoying.

Now. I'm sure you're great guys and I'm happy that you're making games, but you've got to put more thought into what you're doing. Also have it tested once in a while if you're too attached to your vision of the game to notice how it actually works, or indeed, does not work.