Haha, nice at the ending. "Bitch, I'm victory posing here!" Nice animation. Some parts not so much, but as a whole, very nice and dynamic.
Some alright bits, but for the most part...
The fact it's a remix/tribute of someone else's work aside, it just lacks the same energy that Egoraptor's original MGA had doesn't have much 'oomph' to it.
And the more mundanes joke are rendered even more mundane by the above, sadly. Still, not all too bad, but if you intend on going all the way on putting on the Egoraptor twist, to go all the way and really push the voice and style a lot more towards his. It would have improved it a lot more.
Pretty nice, if a bit less than the trailer showed
I expected a little more art quality, given the trailer, but that was still pretty nice. Will look forwards to more plot exposition.
Same issue as most - replayability
I don't really see the point in making it unrepeatable, besides some poetic effect of the one-chance thing (which still fails). Might work great on paper, but applied to a game, that's not really all that great an idea. Still, poetic game, and fairly neat idea and implementation.
I did find some inconsistency, though:
Go back home instead of working when the boss offers,
Cheat on your wife the day after. Your wife goes to her mother's.
Defend yourself from stabbity death,
And now your wife and kids are back home, dead. Did Jim drag them from her mom's over here, and went through the trouble of putting Molly to bed? Or is it implying that they returned while you were at work?
In any case, by editing the flash global settings, I got all five (well, 6, technically, though one is identical but includes daughter) endings.
A handy time killer with an ambiguous message worthy of the artistic badge.
Killed the first boss.
Then the game kind of ended. I didn't get to move on to the next wave. On my minimap, there was a zombie dot that moved with me despite there being no zombies.
From what I could see, the game was fairly repetitive, and very unchallenging. Boost the pistol and you can take on most of the waves. Get the Uzi and boost it up and there you go. No reload times to make things more 'oh crap come on reload', zombies just go in a straight line for you, and besides speed and HP, don't change in any way I could see.
All in all, a run of the mill game that's been done dozens of times before with no extras or twists to it.
It needed a big coat of polish.
Design-wise: The story of a shadow has been double a couple times, but it's still a neat liberation idea. However, the problem is not with the main character, but the rest of the game. You have us strive for the light, but the light seems to be an aberration in a world of shadows. Is she baiting us out of the world, or is she supposed to be the norm that we aren't? The entire world is made of black and white, just like us, so it seems like the former. It would have been more poignant, I believe, if the world had been colorful and full of life... but we were, literally, just a shadow on it. With a grappling hook.
Graphics: Bland, I have to admit. Black and white and gray. I know what sort of idea you were going for, but on what little you had to rely on were blobs of vaguely rock-like shapes. Details, pebbles, some lineart and some shading would have helped pull it out of the screen at least a little.
Gameplay: Ouch. This is where it loses a lot of points. This is definitely not Worms 2's arbitrary grappling hook gravity, but it certainly doesn't feel like any sort of real world one either. You really, really should have worked a lot harder on the grappling, considering it was the major gameplay element. It needed to work a lot better than this. One major feature that would have made this a lot more tolerable might have been the ability to rappel a little more as you shorten your grappling hook's line. Running and jumping itself is kind of difficult, since you seem to have so little friction and so little control, making the little jumps on small platforms is very difficult. The swinging is pretty bad, too.
Realism seems arbitrary. By that I mean that if your grapple is on, let's say, the top side of the rock, you can still swing around it as if you were attached to the bottom, instead of having the rope lining the side of the rock. This implies that it's going down the sides of the rock, which begs the question why can't I climb through there? Instead my character feels that it's imperative that he go from the side of the rock only.
Another complaint is that the grappling hook goes to your cursor and no further. So if you took a leap of faith method or are swinging towards another rock to grapple to, and you click a bit to the right or below a protrusion in a stone, but it would still grapple if your mouse was higher, you fall. Some challenge is obviously needed, but I'd prefer if it was in level design. Which brings me to,
Level design: Lacking, considering that grappling is the core gameplay element. I saw a bunch of rocks I could have grappled to or that you intended us to grapple to, but I found much easier to just jump once in the air from a high-enough point and grapple to another rock much higher, thus skipping a lot of the level. Intended? Maybe, but that makes it seem like you could have removed those superfluous rocks instead. Or made them more necessary. Though I suppose I should be thankful, since the gameplay was not very engaging.
As a message: As far as artistry goes, it's... limited. Essentially, you have us play a platformer chasing a light spirit down, and that's the artistry. There's two lines in the game, one that gives us a premise, and one that just might as well be the word "Hope". I didn't feel all that engaged in the message or in this game as an artistic endeavour. It felt like a relatively slipshod platformer only that made me grit my teeth on many occasions.
Music and sound: No sound at all, leaving me with a looping piece of classical music. Not a bad classical music piece, mind you, but it is so overused and thrown around in many games that it felt cliche'd. You know what would have *really* pushed this game up? Match the sounds with the graphics. We're obviously climbing up an impossibly tall tower. Remove the music, and instead put the sound of wind, of crunching rock as we walk, add the occasional gust of wind when we start swinging around... anything but just put a music on it and call it a day.
Still, you put a bit of work into it, so chapeau there.
I like this
A suggestion. Use a similar tribalistic beat like in this one, and add a melody. It would make a pretty good song.
Keep up the good works.
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