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Ah, Edmund Mcmillin ... You've created some wonderful games. Binding of Isaac, Meat Boy, Gish, Spewer, and this is just one more brilliant addition to your collection.
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ABCD ABDC ACBD ACDB ADBC ADCB
Repeat 3 more times by replacing A with B, C, or D, and you get 24 Different Combinations, GameTommy knows his math. ~.^
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Neat concept, but the controls are way too slippery to make the game enjoyable. Precision jumps become nigh impossible when the slightest button press sends you careening halfway across the screen and into a spiky death.
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This game is slowly making me insane... I don't know if I exist, life seems to be meaningless, and I drink carrot juice I will discover an alien behind my bedroom door. I'm no sure of anything except that I'm playing a game that is making me increasingly scared. I can't stop playing, however, because this game is amazing, 5/5!
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it is quite hard in the beginning, since there was so much confusion taking place. but don't worry, you'll get used to those kind of stuff.
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Listen to the messages while you play the game. Some off them help you understand what's going on (i'm not talking about the instructions, either) with the story. Also make sure you complete BOTH endings, and don't skip the final scene (which is just the first cutscene, with a 10 second extension) because if you do, you will skip the text at the end. Read the text. Each ending has a different text at the credits. (If you mess up trying to find the good ending, do NOT use the pill to restart. Kill yourself on the spikes.)
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The miniature delay when swapping dimentions sometimes causes the game to not register a "key up" command when you let go of a key just after dimension swapping. This causes you to go flying past where you intend to a bunch. Should add an additional key check just after swapping dimension.
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I like this game its just that the way the controls are set up, its pissing me off kind of like a chocolate cake with carrots on top.
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I just had the greatest bit of fridge brilliance ever... Shadowspaz's summation of the idea behind it makes a good point, and I think he's got it right, but he didn't quite tie it into the game and story mechanics. The fact that you can hear all of your past and future selves is much like how you can look back and see how foolish you may have been some time ago, or look ahead and think "I will never be like that." However, the real brilliance was how it tied into the game. Shifting dimensions is a lot like changing your perspective/viewpoint/opinion. It opens up a new way of looking at the world, and opens up new paths. Using both of these together, you are able to get to the end, and merge your opinions together, ejecting yourself from the box.
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This game is an amazing piece of story-artwork. Even the main menu is important! It has the small print writing, read it, it's good :)
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if you want 5/5, make up=jump. also, I accidentally hit a sometimes instead of s, so I end up dying while trying to pick up a block. so maybe make the controls a little different.
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Time Kfcu isn't about playing with what you have until you find something you recognize; it's about breaking what you have until it's something you don't. Take the title for example. Everyone fell into this trap by playing anagram until they got a certain four-letter word. That's not the point of Time Cufk. You're supposed to play with it in other ways instead of following directions.
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This was an impressive little game. I'm surprised at how convincingly dark it is given its retro style and minimalistic colors. Everything was great and with player-created levels there's lots to do. Really great stuff.
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Talk about difficult - there were levels I spent over 15-20 minutes on. My pride wouldn't let me use the Skip Level button, and I'm glad I didn't.