Interesting concept with unfortunately lazy random generation and overall poor execution. I'd love to see this remade into a less buggy, more aesthetically and mechanically coherent game with a bit more depth.
It's fun for a couple minutes.
Does a poor job of communicating its janky mechanics and expects the player to know too much a priori.
Not really a game.
This is about 2 minutes of walking and reading. It's neat, I guess, but no way is it worth $5. Also, the app icon is a solid white circle, and the mouse sensitivity is ridiculously low.
Visual aesthetic is hard on the eyes, but stylish. Music is fitting. Writing is very compelling. Not sure what to make of the ending.
Comes packaged as a .dmg containing only a .app... which is itself actually just a funky non-standard installer for the real game. Not sure what's up with that.
The aesthetic is exceptionally charming, and is far and away the game's strongest point - everything about it exudes personality and creativity - but as far as gameplay, this seriously needs to learn a *lot* from existing good platformers about how to feel fair and satisfying to play before I'd be willing to sink more than a few minutes into fighting the same boss over and over again with the same clumsy controls. The excessively long transitions and awkward menus certainly don't help.
The art style is beautiful (as always with Managore games), but there are some subtle game jam smells still, and the difficult curve has a couple major choke points, including a sudden difficulty spike just when the end is in sight - one of my most hated game design anti-patterns.
The story appears to be buggy and broken in many ways, despite only being a simple twine game.
Alright, I guess.
No other game/interactive story has made me as nervous and apprehensive as this one.
The gameplay completely lacks substance. As far as I can tell, it's nothing but uninteresting menu based combat. I suspect the creator got too caught up in the particular values they wanted to preach that they lost sight of how to preach them best. You can be as particular as you want about your game's morals, but it won't make a bit of difference if the delivery has no impact.
Also, the resolution slider was completely broken and the menus seem to be designed with the assumption that you have a 16:9 monitor, which is a quick way to piss off anyone with a different aspect ratio.
No way in hell is this game with $8.
Great concept and art style, but brought down by its flaws (bugs galore, janky cam) and lacking in substance. Ultimately, I'd love to see this concept redone with the same art style and better execution.
It's funny for all of about a minute and a half.
I don't really get it.
A fun mystery story/strategy card game with a simple yet extremely interesting core game mechanic. The art is hideous, but the gameplay is more than good enough to make up for it.
Minimalist, playful, wonderful little toy. The only bad thing about it is that I wish it were longer! But it would be well worth the money despite the length.
This game is a good example of some things to avoid when taking gamepad input. First, if you're going to support the analog stick, don't treat it as 8-directional input. Second, this game's menus annotate what the B button does in the bottom left corner, and annotate the A button's function in the bottom right. This is the opposite of their positions on the gamepad, causing confusion and difficulty due to mixed signals.
It also illustrates another problem: game input should be as direct and immediate as possible to facilitate the player being (and feeling) fully in control. Barring that, it should be sufficiently abstract as to be forgiving. Further, if user input is to be context-sensitive, it should be based on things that are easy to judge at a glance, like position or direction, not things that require more interpretation over time, like speed or hidden state.
This game parses analog input incorrectly (compounding the fact that the analog stick is already hard to control precisely), straddles an awkward middle ground between direct and indirect input, and changes movement behavior in a non-obvious way based on speed, creating frustrating and unintuitive controls in a game that should otherwise be very fun.
It is cute, though. They don't lie about that.
They're walking simulators. One of the 6 is broken. Oh well.