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New experimental game inspired by Continuity. You have only five minutes to change your reality. Awesome atmosphere and great song.
WASD - movement
SPACE - open/close map
P - pause
You need to link all tunnels from one side to all tunnels on the other side to pass it. You can't pass if one of them don't have a linkage
Interesting concept, pretty hard, but very satisfying too. It's basically a tile-swapper puzzle platformer where you have to place adjacent tiles in a working order to successfully reach places in specific tiles in order to gather key tokens. You sometimes have to go through a long series of tiles in order to get to your destination, and the challenge increases the more tiles you have.
It does get pretty frustrating, and since it takes some time to realize how it all works, five minutes are a pretty unfair time limit.
Another annoying problem is that sometimes, you'll be forced to minimize the window, and then, when you go back to it, you don't know where you are, because the damn character blends in too much with the backgrounds. The same problem is found when you get a new tile, because it's not highlighted in any way, and you have to search all the tiles to know what the new one is.
Gameplay aside, I like the noir-esque pixel graphics, and the music is also pretty good. The only unfortunate things about the presentation are, together with the aforementioned highlighting problems, the fact that there is this single song played throughout all the parts of the game, and the complete lack of satisfying sound effects.
But I was miffed that at one point near to the end I got myself stuck with no recourse but to restart the entire game.
If you fall into the downward fork tile (2nd from last to be unlocked) before you've unlocked the final tile, you have NO LEGAL TILES to warp to. It forces you to reset the entire game at that point with no way to escape since you cannot get back up.
fun game, bad hint.
Once I understood what you where trying to say with the hint, the game made more sense. You can not exit an area unless all exit points are connected to something. You can use the edge of the puzzle screen to circumvent this.
It seems that when you obtain the "Y" piece, you cannot continue as no other piece can connect with it. This poses a problem to completing the game. It's great, but that one problem sticks out in my mind. Maybe give the puzzles some looking into to change the style of the game to move away from Continuity-like gameplay into something different.
P.S. This game gets its inspiration from Continuity. It plays like it because it was inspired by it. Give it a rest. We all know it is like Continuity.
You get a 9 on atmosphere, but a 5 on gameplay. Way too easy, and I couldn't figure out how to link the corridors at first, which was frustrating. I spent a lot of time running at an invisible wall, trying to figure out why I couldn't pass when the tunnels were CLEARLY lined up. I shouldn't have to read the author's notes to understand the game. I don't know, maybe I'm just pissed off, but it would make a lot more sense to me if I could pass whenever the tunnels were lined up, regardless of whether ALL tunnels on that side were matched up.
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