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Reviews for "Fragile"

I fell into a deep hole.
I can not get out of this hole.
No restart button(

Good concept, but the game speed might be a bit too fast for how unforgiving it is.

Really like it.

The visuals are incredible. Not only did you make the minimalist style work for you, but the surrealist touches, such as the statues and the feathers falling like leaves, bring a sense of art to the game by turning it into a more "human" experience. The music fits the scene very well. In fact, the game invoked one of the most visceral senses of quiet autumn melancholy than other project I've played on Newgrounds.

The actual gameplay is serviceable as well. Just a quick little experimental platformer with some fun mechanics. The bubbles were implemented well, and the weight-driven platforms were oddly satisfying.

If have one complaint, it's that you should never release a game that allows the player to get stuck without giving them a way to reset. I jumped into the last pit just to see what would happen, and there was apparently no way out other than reloading the webpage. Just add a function that takes you back to the title screen.

It's wonderful hat more people "got" the game than you expected. I certainly did. Too many people today want shiny, explosive stuff as opposed to a quiet moment of reflection.

Spoiler Warning: if you haven't played this game, play it. It's a game that's meant to be played with no previous knowledge of it.

This is a typical story with a moral where we see the gradual fall of the character until they reach their retribution in the end. That was done amazingly for this game. Almost everything int the game was meant to make us not break our egg: from the title, to the atmosphere, to the fate of the other eggs, to how easy it is to keep the egg from breaking. This game has a great way to lead us to the moral when we find out we would have hatched the whole time. The best part about a game with choices is that we can often see another ending with a newfound knowledge; which is true in this game. This game is really great at bring the player through the narrative.

However, what this game didn't do well is maintain the false notion that we will die if we break our egg from the beginning. I said almost everything in the game tells you to not break your egg, except the game mechanics. I was stripped of the narrative because I broke the egg immediately by heading left, up the ledge, and breaking my egg when I jumped back into the nest. My love to explore the world destroyed the narrative for me.

The challenge with making a game of choice with a moral behind it, is to allow people to experience something regardless of their way of playing. The story is meant to see us get further and further into the fall of the character as we keep making the same mistake of not cracking our egg over and over again. What motivates someone to make the same mistake over and over again? I think it is that they continually believe that they are making the correct decision when it is opposite from the truth. I believe that a good way to build such facade is to make it seem like you are punishing the player when they try to break the egg with a crack and an indication that that crack is bad. If that existed, I would have been more cautious from the beginning onward.

Either that, or make the game more rewarding for those who broke their egg immediately because, as much as I like the concept, I was not able to experience the game in its full glory. The good ending wasn't satisfying enough as I had no burden to begin with, no obstacles to overcome, nothing to gain, and more importantly, nothing to learn as I had broken my egg in the beginning. The worst part is that the game became easier after the egg breaks which can be a metaphor to releasing the burden, but like I said, I had no burden. It is a good game otherwise. I just wish I was able to experience it.

Pretty good, and I got the idea of the game. However, there are two problems I have with the implementation: first, you need a 'restart' button, or a death screen or something for *that part*.

Also, when you have reached *that state* you hover by jumping and return to the ground by pressing the jump button again. This is all well and good, except that somehow you've got it that holding down the jump key counts as pressing it twice. This is counter-intuitive and counter to one's instincts. You also get to realize this at the most important jump, because if you tense up for the jump and hold down the jump key, which is what I think a lot of gamers do, the opposite of what you'd want to happen happens: you jump and immediately cancel the effect you were trying to create.

You'd probably be better to bind the jumping to the 'key down' event, and require a second 'key down' to cancel.