Excellent design and overall quality. Very nice challenge, but some conveyance issues regarding some game mechanics, such the ability to stomp on enemies and fire blaster shots using the sword instead of the mouse. controls also felt a little slippery since the character's momentum takes a long time to slow down and change directions or make fine adjustments in midair.
Relies too heavily on a lackluster narrative.
Interesting presentation, but it relies too heavily on "shock" scares and subliminal flashes, which basically just comes off as "trying too hard" to be scary without actually creating a sense of suspense. More often I found the game's presentation and narrative came across as pretentiously arcane. There's very poor conveyance in many places and the game does a poor job of communicating what is dangerous and what is just set dressing. Also the exploration element is severely lacking; partially due to the aforementioned lack of ability to identify threats, but also due to the very linear level design, which includes an assortment of invisible walls that basically just punished me for trying to explore the environment. Also hindering the experience were the controls, which felt very sluggish and sticky most of the time and when it didn't it felt too slippery; the only real difficulty encountered in the game is wrestling with the unresponsive controls.
The persistence of the player's dead bodies was a nice touch, but nothing else really stood out to me as an excellent feature.
I'm sure the narrative is just something you feel you need to get off your chest, but really what brings down the experience is the gummy controls and the linear, somewhat dull, level design.
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