Great reference for A+ game feel, good use of "rule of cool", and excellent tense boss battles. The upgrades feel a bit poorly thought out though, and a standard playthrough of the game (which is all I expect most players will do) leaves almost all unlockables in the whole game still locked. Also, I wish it ran at a higher resolution.
Stupidly inventive and full of emergent laugh-out-loud moments despite only being a few minutes long. Definitely something to learn from.
The twist halfway through is great, even if it takes a bit too long to get there.
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.