Innovative - a game where the point is to take advantage of dying instead of avoiding it lol, I like it. The visuals and sound are nostalgic and clean. Well done.
fantastic game. after you get past the end.... you learn the truth (and get a lot of backstory to GOV) the game had just enough challenge to keep you going without being too tough. the story line really played well throughout the whole game, from being taunted to praised to..... well you will have to get past the end to find out! loved this game, and intend to go back and get all the grapefruits!
I could play this over and over again and never get tired of it. The last few levels were a bit on the hard side, but I kept at it after a few tries. Keep up the awesome work! 5/5 from me.
The only reason this game doesn't get a 5 out of 5 for me is because I can't seem to figure out all the grapefruits, i'm only missing number 16 and 18 and I've been at it for hours, I don't know, maybe this game is a little hard for me but in all its a really decent game, I enjoy the concepts of it and still enjoy playing.
I feel like this whole "Lab-rat character running experiments for omnipresent overseer" thing has just been done to death. I can scarcely recall how many games I've played that have the exact same setup as this. This game feels very derivative to me, and as such I can not give it a higher score.
I did actually spend an hour or so playing it though, and I had a few minor problems.
First off, there's no sense of story progression. The character exists only to be killed by traps (you seem to really like spikes), and we never once learn where he came from, or how he got to be in his current predicament. All we know is that somebody somewhere is testing a brand new syrup that brings people back from the dead, and the character is their most recent guinea pig. Nothing else is explained.
GOV has no character, and basically exists only to taunt the player, or tell them that "The last guy never made it this far/ died horribly." All we know is that he/it runs experiments on the life syrup, and that's it.
Secondly, the music was a problem for me. I look slightly to the left, and see that there are only two songs in this game. At some point, they just bled together, and it just sounded like one long, repetitive chiptune-- which began to grate on my nerves after a few minutes of play.
I know a 2.5/5 is a bit hard to swallow, but hopefully you will take what I say into account, and improve.
So, summing up:
-- Flesh out characters and story
-- Add variety to your music.
Goodness gracious. I appreciate the thought you put into your review, but it's all completely wrong.
From everything you've said, I can confidently conclude you played less than half of the game.
1. The character does not only exist to be killed by traps. His current predicament IS explained, and his backstory was left out because it's not relevant. Every other detail of the entire plot is actually explained in a significant amount of detail.
2. GOV is not meant to reveal a lot of his character towards the beginning of the game. But his true colors become evident as soon as you reach the later levels, and you come to find there's a lot more to his character than just needlessly making fun of people.
3. There are absolutely NOT only two songs in the game. There are roughly nine. You hear three of them within the first six levels. The two songs on the left are just the ones I have made available to download and review because they are the two main themes. And, honestly, as far as chiptune music goes, those two songs are almost as radically different as they come.
I'd also like to add that I truly believe, though creativity is a wonderful thing, it is not completely necessary for something to be truly enjoyable. It's safe to assume nearly every single game that currently exists is derivative of something else, and I think to suggest they are not well put-together games because they remind you of something else is not a fair way to give a rating. But that's a more opinionated point on my part.
You know, I love constructive criticism. I received a lot of it when this game was being produced. But your attempt at giving constructive criticism is tragically uninformed, because I can tell exactly how much of this game you played before assuming you knew everything about it, and because of that, nothing you've said remotely resembles valid suggestions for improvement to me.
I'm sorry, but you really didn't play this for an hour.