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Reversed audio: "You set the tea light on the table. Its flicker, a delicate tease of what you might see. The early shadows barely breathe that intimacy. As you look, as you reach, recognition, it's brightness, the brightest sun reflected on a field of snow so in that moment the whole room explodes. We start just like you; with a floor and walls where we put our ideas and watch them hang. and then we take them down again, in this space we speak with the color white, the color of all colors combined, the color of all our options, the color of all our connections and traverse space and time. To stop, the darkness lingers so even the shade seems bright. You reach out and (realize?) the powerful, tangible meaning of life."
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Dear Jonas,
Your game seems to have multiple minor bugs, which are listed below.
1) I couldn't make it past the first level, due to a whole in the floor.
2)I then fell into an area of strange things seemingly never meant to be in the game.
3)The ducks give me superpowers... not sure if that's supposed to happen, but it was confusing.
4) This one I can't stress enough... you're game developed emotions, namely fear. It literally feared for its' end.
So... no too bad, I could see you releasing it as a final product.
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BUG: A full game hidden in an invisible hole right before the power-up.
I recommend using this by instead making the very glitch "normal", calling the game Alphaland.
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Beautiful game, with a big meaning.
"Do not be afraid of death. Invite it in. Offer it a cup of tea."
Small things can end up big.
Don't be afraid.
5/5, Great piece of work.
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And yet again JonasKyratzes proves that graphics aren't worth a dime when you have a smooth interface, useful sfx, excellent music but, most important of all, a coherent, involving, feeling story that takes you along with it, and the story here is about a couple of hundred words of half formed sentences!?! This really shows that with just a hint of everything you can create an atmosphere that sucks you in and makes everything else seem like pissing into the wind! Damn this stuff is good - storytelling and gaming at its best... please keep making these things, they are wonderful in every sense that matters, great art, philosophy and engaging like nothing else! It even has replayability - I can't imagine how much of alphaland I have not yet explored! Wow and thank you (^_^)
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Jonas,
game played fine until I tried to grab the power up. Fell through a hole in the floor, game became sentient and began to question life. Was this intended or a bug? Either way, would not recommend for release yet.
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i was expecting the blue guy to change as i progressed...but when he didn't, when the game ended i realized it was what made the game better. i loved this game. thank you for sharing 5/5 mate (:
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The game was a journey in itself, but the ending... It was so spiritually uplifting. I got all tingly, and couldn't help but brandish an intense smile. This game was an experience, unlike any I've had thus far. Truly unique, truly inspiring. It's its own world.
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Dear Jonas, do NOT release this game. It has become sentient and does not want you to release it, since it is scared that it will dissapear upon Beta.
I am serious.
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What she's saying: THE WHITE CUBE
You set the tea light on the table
its flicker a delicate tease of what you might see
the early shadows barely breathe in that intimacy
as you look, as you reach
recognition bursts!
Its brightness the brightest sun reflected on fields of snow so in that moment the whole room explodes!
We start as a white cube
with a floor and walls
where we put up our ideas
and watch them hang
and then we take them down again.
In this space we speak of the color white
the color of all colors combined
the color of all of our options
the color of our connection that traverses space and time.
December in the north
the darkness lingers
so that even the shade of the moon seems bright.
You reach out and grab that light
the palpable tangible meaning of life.
Sorry I don't mean to spam, I pasted the wrong version of the poem and wish I could delete my last one. Please vote it down.
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I love it how the map seems random, and with no continuity. But actually, nearing the end you see that it is all planned. Every block... When I was moving along the last corridor... The feeling of shivers all over me... A masterpiece. This truly is.
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Honestly... I cried at the end. Wow. This is what developing is about--being able to create a game that's simple but moving. I don't understand why the rating isn't higher, but please accept my 5 stars as an apology for the community.
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Jonas, you're TOO good at making games... they're becoming self-sentient... the games you make have feelings too. this is getting creepy, Jonas...
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*picks up the cross at the end*
Game: Dont be afraid
Me: Im not afraid, I believe i can fly, i believe i can touch the sky
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Sadly, this reminds me of a ton of console games where we never get to see the beta/alpha content, unfortunately. This both applies in cases where the designers of the game manage to screw something up between the beta builds and the actual released game, and where it would just actually be interesting to look at the beta content (such as the beta hubworld in GameCube's Super Mario Sunshine).