Fantastic artstyle, great writing, EXCELLENT grasp on tutorial mechanics, mute protagonists that bursts with personality, is surprisingly relatable and strangely, perfectly mirrors about half of my reactions... And it runs well, too.
I am awed by this game. If I had spare money, I would certainly back on IndieGoGo (I really hope you guys and gals will make it - I'll try to give you a bit more exposure).
And, well, when you release it, I will certainly buy it.
You deserve 5 our 5 just for the opening. It was hilarious!
"Your hand must be bleeding already."
If this was the intent of "hold the mouse button to NOT drop the sword", mission accomplished.
The game has fantastic graphical aesthetic, fitting music and the core idea is interesting, but having to hold down the mouse button while wildly swing the weapon around puts a bit too much strain on the hand.
It's like Karoshi lite, but with poop!
While I certainly appreciate bringing original Fishy concept back, the screen bobbing is extremely nauseating.
I played for less than five minutes and I am dizzy already and have onsets of headache.
Paradoxically, this game feels exactly like something an SJW would make.
It employs the same brand of strawmanning, exaggeration and utter contempt for the other side I've seen many times SJW use, along with humour that works if - and only if - you not only dislike the butt of the joke, but dislike it in a specific way. And honestly, I've already seen most of the jokes you made several times before, so they don't seem very original either.
Don't get me wrong - I despise SJWs, for their fanaticism, mob justice mentality and sheer hate they're supposed to fight against, and how they corrupt and discredit movements I support, and several other things... But that doesn't make any part of the game better.
The point I'm trying to get to - this is either a horrible and lackluster game, or a fantastic piece of satire that insults its apparent target audience. I'm leaning towards the former, though.
A little bit of column A, a little bit of column B.
I am not biased against short games.
In fact, I have just played two other on Newgrounds with playtime comparable to this one's and really enjoyed them.
The problem is, your game feels like an early prototype or a pet project published when one gets bored with developing it, and not as a short, self-contained experience. It just feels too short, too unsubstantial.
Being on the front page and the description don't help either.
"Explore caves, space ports, machine rooms and more. Solve puzzles and fight scary monsters. "
"Explore A cave, A space port, A machine room and THREE more rooms. Solve TWO puzzles and fight A scary monster. "
The mechanics show an ocean of potential, the sound effects are absolutely fantastic and you have nailed the way how collision-based switches should work in a 2D platformer, but treating the game as a released piece just feels like a bad joke.
PS. Was 'An Inde Game' spelled this way on purpose?
Well, that was uplifting. (Until I started to read the alternative interpretation comments, heh.)
It's nice to see an art-game done properly once in a while.
Amazing graphics, incredible concept, bad instructions, horrible instant-fail gave over condition. You have already heard about the first three, so I will talk about the latter.
On every playthrough, no matter what strategy I pick (balanced, focusing on valves, focusing on thermostats, rapid expansion, maintaining generator blue), before I even destroy more than 5 cities, either of the big rooms (generator or capacitor array) blows up, which leads to this vicious cycle:
1. All rooms and valves turn blue; the latter don't react to.
2. Fix the broken big room.
3. Turn the valve of this or other cooler to full red.
4. Before or right after 3., the other big room overheats and blows up.
5. Go to 1.
Having to manually restart the game every time this happens gets irritating pretty fast.
Even though this is not quite my cup of tea, I can't deny this game is of a great quality.
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