Play gameN-ET 2's itch.io page
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous.
This was very successful at creating an Antichamber vibe and replicating a few of that game's tricks. Overall, I enjoyed playing through this and found enough variety to keep me interested for its length. Even after finding the secret alien room, though, I can't shake the feeling that there's something I missed.
+ Clear visual influence from the source material
+ Level design leads the player in a clear and natural way
- Some performance issues
- Not much apparent story or rationale for the environment
This game does feel more like a knock-off than a sequel, which is understandable given the jam time limit. When the level design transitions to a subway station I felt strongly reminded of the first level to Max Payne 1, and I wondered if the game was about to start having plot, but I guess it was just extra visual interest.
The transition from the first room to the hallway had some glitches for me the first time, as if the hallway didn't load in, but I can't seem to reproduce this reliably. The sliding blocks puzzle is solvable via jumping without moving any of the blocks. Intentional meta-humor? I experienced some framerate choppiness while playing on my laptop, which is a bit surprising given the visual simplicity of the game.
Have you ever walked through a door and forgot what you were doing? That's this game, but personified as spoon culture. Walk around and become confused as to why these damn stairs last forever, or possibly try and figure out just why that bench is flipped over.
Describe how your game adheres to the theme
It's a sequel of a test we made, which was a knockoff of a game called Antichamber.
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