I can tell the guy below me probably grew up with third or fourth gen systems. The difficulty is part of the old platformers that I like. you cant just sit in the corner spawn killing to get all the weapons, and sit at your pc and spend hours fighting the same mob, you actualy had to have an amount of skill that came through practice.
I dont think the difficulty was unreasonable at all, given the length of the game. And I say a job well done on your first game, Miktar.
Its a dragon. mystery solved
It was definately a good play, the jumping was a bit difficult when it came to edges, where hitting the edge of a block would stop any upward motion.
Overall it was a great game, I just didnt understand the message you were trying to convey. you could have put just random poetic sounding gibberish instead of the selected text you had, and It would have held about the same amount of meaning for me.
Theres always the argument that its supposed to mean something for each individual person, and while I do believe that is true, it seems as if that argument is really just a crutch, and a justification of your work not really having a clear message.
All in all, great game. I really enjoyed it for what it meant to me, but i really had no idea what was going on in detail. Thank you for all the hard work you put into this, and congratulations on making the front page.
Really addicting game, great mechanics! i would like to see this as an upgrade game. that would be really fun!
Try too hard
Amidst the company of at least a thousand, i could feel the weight at my sides. Unbeknownst to the mass of people; faces pushed grim and lips brought tight and puckered; clinging to shaped and folded cloth -a decorative piece worn over the head- through the slick and steady downfall of a wintery but early spring, that i seriously needed to take a crap.
I can type smart words too =p
Indie mode: ON
Well, you really didnt introduce anything new in this game. collect powerups, jump around and such.
oh yeah- and the cryptic and alleged "deep" and "meaningful" text scattered about the screen. Yeah. havent seen that one before.
If you want to make an emotionally touching game, thats fine. But cut the bullshit, and give your audience an actual message you know?
like, what emotion are you even trying to convey? you probably know about as much as I do when it comes to that. and I dont have any idea at all.
As far as I'm concerned, it's precisely about what it says it is about - what goes on inside an unfinished game. To me the plot seems rather straightforward, really. It's fully within your rights not to like it, but the text isn't just random pretentiousness (because I don't really like that sort of thing myself).
Music was completely appropriate, because this game was really strange. if I could use one word to describe this game it would be "akward" haha, but that doesnt mean I dont think its a good game. Appreciate the art style you chose for this one, nice sound, and nice music. nothing really new in terms of gameplay however, but that's alright.
Thanks Aves! It's very much a throwback gameplay-wise, we had all sorts of ideas for things to add (powerups, wormholes, bosses, etc) but we wanted to strip it back to a very simple, classic style. When Jon sent me a rotating horse as a player sprite I thought it was hilarious - we did exactly what we thought was fun :-)
Freaking hipsters. just....freaking hipsters. This game was pretty cool, elements were nice, I appreciated the demons souls reference (fuck that game) and the music especially. Where can I get those songs by Bob Scneider? i looked all over the place!
Wow, really touching. Atmosphere was especially great, with the piano and ambiant noise in the backround. Ending made me feel so sad. But theres definately something to be said about life here.
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