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Help a lost boy find his mommy in this platformer that features a never before seen puzzle mechanic.

I'm very proud of this game and I hope you enjoy it.

Thanks for playing.

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I love the concept, but there are so many things not doing it for me. First, emotional pieces are better when they subtly envelop the player in the situation. One way this could be done, for instance, is by making the weather transitions more gradual through the levels and by making the mother have a corporeal form but begin to fade into an ethereal being as you progress. You may also want to consider getting rid of the narration, I found it to be jarring to the situation, a bit repetitive yet somewhat difficult to follow, and the poetry seemed crass. I didn't feel encased in the situation, I felt like I was watching a depressing story for preschoolers. It was fun, the broken camera perspective was played out fairly well given one or two leaps of faith here or there. But the point of the piece was lost to me in the presentation.

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GroZZleR responds:

I wish the art faded more gradually too. Instead of going from "happy" to "dark", there needed to be a couple more states in between. Unfortunately that much work costs that much more money and I was already tight when I hired the artist. You raise a valid point and I'm sorry it didn't resonate with you. Thanks for playing all the same.

Certainly an original gameplay concept, although it definitely would have gotten stale the longer the game drew on, so it's good that you kept it short. I'd say you could definitely make a longer, better game if you had other gameplay mechanics to go along with this one so that it wouldn't get boring quite as fast.

The "story"/theme seems really overblown, though. It already felt "deep" (note the air quotes) enough with the words at the bottom of the screen, but the woman's voice reading them like a stuffy English major just threw it into full-on pretentiousness.

GroZZleR responds:

The major setback to the gameplay was the limited resolution for a Flash game. The game is already pushing it at 600x600 and the actual gameplay takes place in a 500x500 sub-window (because I needed room to push the fractured pieces around). If the characters / tiles were smaller and I had a larger window, I really could've gone hog wild with the concept. So you're 100% correct that the length was determined by the mechanics and that's a very keen eye for design. Kudos to you.

The voice actress, Emily Wilden, is Welsh. So the stuffy accent was a necessity.

simple jigsaw puzzles but i liked it \(ouo)/ s lot of questioning towards it x3 more of an imagination only thing eh? :D

GroZZleR responds:

Thanks for checking it out - glad you had some fun with it.

Whaaaaaa my brain hurts.
I can see it's a very well done game but I just can't get used to the mind-twistingly hard spatial thinking.

GroZZleR responds:

The rotated pieces can really mess with you. Thanks for playing.

The game's concept is pretty cute, but it's very poorly executed. The game would greatly benefit from a bit of variety to it's platforming and puzzles, this feels more like a brief tech demo than anything else.

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GroZZleR responds:

Sorry you feel that way.

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Credits & Info

3.93 / 5.00

Jan 17, 2013
12:11 PM EST
Action - Platformer - Puzzle