An interesting little proof of concept. Plants a seed for something more complex.
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I feel like a few of the beats were a little off, maybe not as tight as they could have been. Otherwise this is a really cute little, quick game with an interesting concept. Nice little time killer. :3
I tried to come in as blind as possible, and I had more fun than I expected, even once I started shrinking. I played before the update, so I'm glad that some of the minor user experience complaints I had are already fixed. I'm about to grab the new one, because I've kept playing this game. I went back to easy to get the hang of it, so now I'm working my way up to the highest difficulty.
I love this game, and I've never seen anything quite like it before, making it exceptionally fun. I'd love to see expansions in the future.
Like everyone else I'm just...I'm just so bad at this game. But I had a lot of fun! I've played a lot of Trauma Center in my day, so the concept was easy enough to pick up. I think my primary complaint was that what you were meant to use on what wasn't obvious, and there wasn't adequate time for trial and error. I managed to get most of it right about 10 rounds, but the first few were a bit frustrating.
The click interactions weren't all responsive either, especially trying to click the bandaid. As through the actual cursor anchor were either inconsistent or just weird.
With it being a jam game, though, I totally expect those sorts of things.
I REALLY had fun playing though, and I had a hard time stopping. It's very addictive and impressive for the amount of time it was built in.
So I played this with a fellow game developer and some other friends who have a lot of visual novel experience.
When we came to our first ending (Zane's bad end) we thought it was pretty funny. A nice little meta approach to visual novels that we thought was amusing. Then we tested the Zane friend ending and that was okay. Then we get to the Zane boyfriend ending, and by then the meta endings sort of lose their lustre.
Having played parodies of visual novels and meta games and games that break 4th wall with the player, we weren't particularly fond of the way the game handled it. I found the level of antagonism toward the player to go beyond "fun" into "well f*** you, too," territory. Like a platformer that's beyond hard for the sole purpose of being hard. That's all well and good if that's what you expect, but I find it comes across aggressively pretentious in this format.
Having read about other routes, it seems like there are some very interesting narrative approaches, but the way the game has presented itself to me thus far doesn't make me want to engage with it anymore. That's a shame because it seems a like a lot of love was put into it, and it's trying to have a poignant message.
I understand why other reviewers seem to find a connection, but I don't see the appeal of a game that doesn't seem to want you to play it.