I feel like a lot of people are missing the point here. The idea is that your character (and by extension you) have no free will. The first time you go through your "life" you believe you are in control, you think you are performing the actions you want to do, because those are the actions that make sense to you in the context. It's only when you look at your life with new experience that you realize you were only doing those things because you had no choice, and in actuality you were never in control of the game/your life, not even the first play-through.
Really interesting portrayal of free will that made me stop and think.
Very good! I love sim games like this and this is the best flash version of one i've seen. Elevators work best not when you have shafts going from the top of the building to the bottom, but when you have short shafts that link say 5-10 floors and connect to each other, it takes up a bit more space sideways space but is so much faster since people just have to wait for the elevator to go up or down 5 floors before they can get on instead of 50 if you have huge elevators. Don't just add elevators harder, add elevators smarter :P
Lessons learnt from this game:
1. Don't rush the start, a spike WILL right where you're going to land.
2. You should have jumped over.
3. You should have jumped under!
About the med badge, I beat the game before badges and I got the notifications that I got both as soon as I started the game, now it says that I have both badges when I look on the sidebar chat window, but the image for the medium badge is greyed-out and I don't have the badge on my "show all badges" page, but I DO have it on my profile... Strange things indeed!
I think that a civie shouldn't die while dropping and if you manage to catch them in mid air they get rescued. It would allow fur much for fun strategies, e.g. blowing up a tower with a rocket and grabbing the civ out of the air in a helicopter!
This game was alright, the graphics were nice and colorful, but the game just boiled down to clicking every square of the 21 maps. The minesweeper hints didn't really help much because you could either look at the hints and see which squares contain items and then spend an hour (game time!) moving you character to those squares while fighting off enemies; or you could just systematically clear the screen row by row. The row by row method is much more dull but faster. If you had some kind of item which decreased the time it takes to move, or increase how far you can move each click, it would make the game work much better. The RPG elements were well done, and I liked that almost every piece of equipment was a direct upgrade, which made the game much more simplistic (which I think is a good thing!). But too much clicking on squares and the monsters are never much of a challenge. It makes the game a "clicking-on-squares-fest" with random treasures popping up every now and then. 3/5
I love how when you're alone, everything seems to be moving too fast and you're scared to get close to someone, but when you finally make the leap, their "love" helps you. Awesome game that is very subtle about it's messages 5/5
Not bad, the graphics are a lot better than most rhythm games and the colour scheme fits the music and stuff... Nothing too new or original but still pretty good.
I have played so many games like this but this one seems to elevate itself with the "auto send" feature. Controlling key stars is much more important than "land grab" tactics. I love waiting for my enimies to fight between themselves and then walk in and own everyone! If you're stuck, make sure planets/ star things at the back are auto-sending up the line.