Silly, but fun for a few minutes. The first and last cutscenes were cool. The longer one in the middle didn't look as good. It didn't look like the guy was actually saying the lines, so it was weird.
Fun game with a cool mechanic, though short. The music is beautiful and I'd love to download it. I was disappointed that you didn't go anywhere with the "what if you didn't have to make mistakes" ideas at the start. You may also want to add a sign that tells you that you can go through the white blocks when reversing time. I guessed that was the case but it's not made clear.
Something needs to be understood by people who want to make this type of game; using fancy, "poetry sounding" language doesn't make your game deep or artistic. What was the message here? I thought there would be some cool ideas presented when the tree was talking about things being pointless but that never happened. I was bored for most of this game. I was bored moving because it's too slow. I was bored flying because it's too slow and was more like swimming. While I liked the gradual transition from the man into the woman (though I don't know what that's all about), I was bored because of the aforementioned attempt at using "artsy" language and it took too long. The music was good but it's too short of a loop. I did like how the moon slowly came into view as the woman walks at the end.
Fun and funny but I hate the small hippos. They grab me and it tells me to push left and right back and forth to escape. Not only is this hard with one hand, but they grab me right away again after. You should add in some air moves (unless I just failed to find them.) I did find the stomp from kicking twice, but that's not very effective.
Whimsy defined. Easy, but great art. I love the little things like the girl hugging her bunny if you click on it. I also like that she looks around as your cursor moves. The goat balancing on the giant rock (that was too big for the hole!) was funny.
Cool atmosphere and I love the notes. However the character moves too slowly and the end of the game was so abrupt. When I saw the nuke flash, I thought maybe it was just a vision, but no, the game was over and there were places I hadn't been yet. The notes did make it seem like I was near the end, but I expected some sort of barrier to my progress.
Cool game. The slippery footing got quite annoying. When it first said fire and water can't mix I thought the characters couldn't touch. That would be tough! I also noticed the Ocarina of time sound effects. Fireboy has young link and the level select has Navi's sound.
Wow, this is a tough review. I like most of this game. The graphics are good and have a fun style. The music is catchy, though I wish there was a mute so I can play with my music or podcast playing. I like the active role in combat. And the story, a big deal for me, is VERY interesting. But the big problem is a huge part of the game; Combat becomes boring. It's just rinse and repeat over and over. Little challenge, but it's tedious. Less enemies may help.
I didn't find this as funny as the last one. I also felt like I had to think less and just had to find the right thing to click on just because. The shark's mouth was the worst because if you don't click the right spot, it eats you.
The game is pretty basic but I got some laughs from the flavor text. For a game like this, about a player blindly accepting instruction, I prefer if it's laced throughout rather than being dumped at the end, but this is still good. The "win by not playing" idea was brilliant. -1 for no mute option.
Fun, but a bit simple. I got upgrades quickly. Maybe randomize the core and don't put it on the map. Once I got diamond drill and chassis I went right to it. The game said take it to the lab but I couldn't because I hadn't done the ruby quest for Fry yet. Only real complaint is that sometimes I could buy the same upgrade more than once. To get it to say "no need to buy" I had to actually leave for another dig and come back.
Fun except for a few tedious parts. I also don't like having to replay the entire game to see a small difference (ending) so a checkpoint system would be great. I saw a way to climb up on my own but didn't have quite enough endurance. So while looking for a few more endurance fruits, I grabbed the last two gems I needed without realizing it. The ones in the volcano don't look like they are on altars, as the others do, especially the one in the golem. I thought that was another NPC to interact with. So even though I climbed the mountain, I got the Malor ending (which does make sense).
This was a really cool game. I'm impressed with all the number of ideas presented about AI because I can only assume this is a solo project or small team. The more recent "Talos Principle" does it better, but that's a Steam release. I liked the different perspectives on the AI and those of the AI itself. The writing is solid. I only have two complaints. The first is that the reading is too saturated. Long reads need to be spread out with more gameplay. In the aforementioned "Talos Principle" there is a lot to read but it's spaced by many puzzles to play. My second issue is more subjective. I felt you were too heavy handed with your political message, though I admit that may be because I disagree with it and find it naive. There are times when war is justified.
Boring. The combat is not the slightest bit deep. I got each element and spammed the "auto-weakness" button. I spammed double hit against ones with no weakness.