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rated 4.36 / 5 stars
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Action - Platformer - Other

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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 3 / 5 stars

dont get it

your a person whos a girl and a voice tells you what to do. how does this have to do with me? but pretty colors


Rated 3 / 5 stars

An Actual Review

I'm going to give you an actual full review instead of one sentence exclamations of blind praise or bitter disgust. Hopefully it'll help you with artistic endeavors like these later on.

First off, the art style is very "independent" with its minimalist design and black-and-white design. This brings me to my first point. There are discolorations as the player progresses through the game. Why? I know there must have been a point to this, but it isn't clear to the gamer, and therefore meaninglessly frustrating to those looking for the greater purpose. We need to know the symbolism of this changing color scheme.

Secondly, the platforming controls are a bit finicky. There was one part where I got stuck for a while and almost quit the game altogether. I knew what I had to do. I knew how to do it, but the controls were far too imprecise. I was sliding around to much and there was too much of a delay on the jumping mechanism. These technical issues almost kept me from PLAYING your game.

Lastly, the narrative bits are interesting, but, again, ultimately meaningless. Who is this person speaking to the player? Why are they saying these things? What sorts of effects do these choices have on the player's gaming experience? All of these questions need to be answered. The fewer questions you answer, the more people are going to be turned off by this game. Thus, the fewer people are going to get your artistic message, one of which I'm sure you have.

Basically, the design of the game screams artistic expression (a la "Passage") but the controls and narrative structure don't support it. And the gameplay controls discourage players from multiple playthroughs.

I hope this response has been some kind of help in refining something I know you must be passionate to share. I hope to experience this piece of art for what you truly want it to be later on.

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Rated 3 / 5 stars


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.


Rated 3 / 5 stars

Kept me playing =-)

It was a bit frustrating until I got the hang of the controls but it was very good


Rated 3 / 5 stars

Disobey Everything

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...

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