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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
idont get what the game is saying
So I guess I had two endings (I played this game twice). I unsure if I got the correct ones or not, or if I understood this but. The first time I played rebellious and the game ended in a sort of glitch where everything went up in these funny colored cubes and the character kept moving towards the barb. The second ending was where I listened to the person and I finally reached a floating coin. That was really the end? If yes, it was a bit confusing, but I loved this game anyways. Very creepy and emotional. LOVE IT.
I love the idea behind this. I would absolutely love this game. Except the controls. The horrible controls on this make it basically unplayable. I know I'm not the first to mention this, but I really would >love< to see this fixed
The concept my be good but it falls apart with alternating speeds of both the character and the screen itself. This makes the game difficult to play as it is game mechanics that cause continuous failures rather than poor player control.
Help Tempo ascend the Tower of Tune in this mind-bending puzzle game!
Collect ingredients, avoid obstacles, and feed customers!
Kill your enemies! Save your friends! Be the fox!
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