Unfortunately, I had to refresh the page completely when trying to get the fork with my past selves- the dialog box to cancel never appeared, and there was no way to use the time machine or try something else. Otherwise, the game itself was enjoyable.
By the time we have real mind-reading computers, we won't be in control of our own thoughts anyway. ;) (Also did not correctly guess my number. La Resistance lives on! Rebel against your mechanized overlords!)
Er... In the game's tutorial: "You can also command your pet by clicking the appropriate button in their sadfasdf below." That's either a very unusual name for an interface (one I'm not quite hip enough to grasp), or a typo. ;)
This seems to be cumulative, as well- because I can still begin the game again with options in the background, new layers of text can be piled on top of one another.
Conceptually interesting, if difficult. As an aside, at one point, I selected "Wake up," and ended the game. I left the screen open, reading the previous comments, and one of the timers/bars that were active apparently expired, leaving me with two layers of input- one being the active title screen, and the other being three options to select other paths. (I have a screenshot, if you're interested.)
I'm not entirely sure I understand this. The game states that it will be released in May of 2008, the description says May of 2009, and a "teaser" version is only being released six months later. The "teaser" has nothing of substance, and the only semi-original material is the background, since the music and character were created by others. A "teaser" by definition is created to drum up interest and catch your intended audience's attention; so far, I only see that the developer can make a character move onscreen, and can't sort out deadlines.
Well-meaning as most of the people here are, everyone would benefit if all claims of "stolen!" on Kong were investigated. Email/contact the group/artist/creator designer of the game and find out if permission has, in fact, been obtained to distribute or publish the material.
To be frank, hechaos, while many of the comments lack "class," so did the developer (in my opinion) by posting a demo (which is, as I recall, not permitted), removing previous versions of the game from the site, and using a commercial as an introduction. That isn't being an "indie" developer, from my perspective. They have a right, of course, to try to profit from their hard work and talents, but this is not the best example of a way to do so.
Very disappointing. I enjoyed the previous games, but they seem to have been removed, and this submission is not an actual game, but a demo with ads for (in my case) household products and constant reminders that I'd have to pay to actually play the game itself. I fully support game creators profiting from their work, but using a free game site to do it is unacceptable in my opinion.
I'm not particularly fond of long mouseover texts, so my vote (re: the letter) rests firmly with the "Click it!" camp. I think the navigation tabs are nice as they are, actually. It's easy to see them, they roll in/out, and they're not at all intrusive.
What a fun little game! Admittedly, it's more story than action, but it could also be used as a prequel of sorts for something more in-depth. It's surprisingly complex for such a brief game, and has a lot of potential if turned into more.
I really did like the atmosphere of the game, and for a first (student) project, I think it turned out amazingly well! Like many other players, however, I found a few minor details that detracted from my enjoyment. The combination of items in the inventory should be more visibly successful/unsuccessful- perhaps by highlighting an item when you click on it, and receiving a failure message when items don't combine properly. The movement arrows could be more visible, and the mouseover text shouldn't extend outside the boxes. Beyond those, I was very impressed, and look forward to your next effort!
Apart from the typos, this is interesting. I'm willing to at least give it a shot for a few days, to see if there's any change via the subliminal message I chose. If it works, well, it's rather cheaper and less time-consuming than a visit to a psychiatrist, eh?
Fiendishly difficult (in terms of controls) for someone like yours truly who would be hard-pressed to do well with a platformer if her life depended on it. I love the simplicity of the graphics, and what seems to be a re-telling of the classic myth of Orpheus and Eurydice has a uniquely personal touch in the end that is both subtle and poignant. Well done!
The artwork looks interesting. Unfortunately, for me to even consider this a "demo" it would have to be possible for me to actually -do- anything beyond spinning in a rather awkward circle. I hope that the completed version improves on this.