Heads up to the author, the game is unplayable on lower end machines. Game freezes up on my netbook due to to much CPU usage of the game. Consider adding in quality settings that effect things beyond the quality of vector rendering (right-click > quality >low had no effect, still froze up. If you're using any movie clips that have post rendering done to them (adjusting hue/sat/dropshadow/etc), have an option to disable them. Anything that is being blurred in real time by flash is a huge framerate killer on even decent machines, but on weak ones it makes the swf unplayable. You can still maintain the same look by prerendering it. You'd need to create a 24-bit transparent .png file of the effect, rather than having flash just generate it. then overlay the png as just a regular graphic (or movie clip) and have it's opacity animated. Would increase filesize, but decrease cpu cycles for end users. You could counter act this though by starting the game once only the elements that are required to play the first level have downloaded. By the time you get to the end of that level, the rest of the elements should be done. You could put a 1 frame of code to check at the end of that level, if the user is on dial-up they would just wait for the download to finish at the end of that level.
Also I should note the freezing up occurs on the third stage (with the door, then ledge, then huge drop) in normal view. And it especially occurs in the J view on all prior levels. So whatever you're doing in J view it's really effecting slower machines.
If I ever meet the first man to put ceilings in a platformer I will personally break his hands so he may never wreak the worst thing to happen to them upon us all.
Seriously, a fundamentally great game and, yes, the controls are so responsive its beautiful not to mention this game has a simple, elegant twist on platform gaming but Blam ceilings in platformers. Blam them to hell.
Pretty good, I like the symbolisem in the first half, the second half seems to be mostly there just to make the game longer, I get the kinda feeling you were trying to go for with the industrial theme of the second half (reality is harsh and cruel etc etc) but I dont think you needed to prolong the game like that as much as you did. Also, the alarm sound is extremly annoying and unneccery. The puzzels themselvs were very creative and made great use of the Dream mechanic which is such an essential part of the games narrative. Often the puzzles themselvs made me wonder about what I'm doing in terms of dream VS reality rather then mear gameplay, and managed to greatly enhance and empesize the narrative while still staying fun and not frustrating, which is pretty damm impresive.
Overall, pretty awesome.
great game, but if i can do anything in my dream, then why can i not go though walls or fly around?
Awesome game! Difficult, but, with a bit of thinking, far from impossible.
The only thing i don't get is the ending. What the heck is up with that?