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boticelly

13 Game Reviews w/ Response

All 63 Reviews

Simple game with some interesting ideas and definitely some unrealized gameplay potential. I've almost got tired getting through it, but just at the edge of my patience it took an interesting twist and felt somewhat fresh thanks to it. But then it ended in a rather funny, but also rather abrupt way. I was left with a feeling that the game ended just when the most interesting part was about to begin.
I have to say, that my three major criterions in any game analysis are the extent to which game utilizes its gameplay mechanics, how this mechanics interact with the story and artistic style to produce an integral aesthetic experience of a game, and how fun and interesting this experience is to me.
This game is not very original or interesting in terms of mechanics. It utilizes the most common platformer basics and uses it to create somewhat athletically challenging, but not very interesting spatial puzzles. Interesting gameplay twist occurs when game enters its "glitchy" stage, as virtual space defragments itself so its familiar conventions begin to crumble. This creates opportunities for some interesting and unusual gameplay mechanics, but unfortunately only few of them were realized. I liked the 'jammed' level, but unfortunately this is the only instance of 'glitchy' spatial logic application that I could remember.
The audio/visual style of the game and its story serves ok to justify the transition from regular to 'glitchy' space. The idea of an in-game glitch as a part of actual story is very interesting to me, as it assumes a reflection on game's virtual space conventions, something 'hidden' and taken for granted in most other cases. But, as in the case of the gameplay mechanics, this game's story feel flawed and sketchy.
As a result, my overall experience was mixed, but overall rewarding. I definitely with this game and it's author to realize full potential of their ideas in the future.

hexdie responds:

Thank you for the very well written critique! These are extraordinarily helpful!

I do realize that more could have been done with it, especially in the later portions of the game. Development on this had been stretching out much longer than I had wanted it to, so I decided to cut scope on it. After releasing it and seeing people's reactions, I would like to approach this game in the future, possibly with a sequel, and use some of the opportunities I missed with this entry. This was my third game, and first platformer, so while I missed some opportunity, I'm overall happy with the results. Thank you again for the great feedback!

As for an entry chapter and game mechanics demonstration this is a solid game. It's very restrained and restricted on every level: clean and seamless UI, pretty standard combat and exploration mechanics, basic story. It feels even a little too restricted at times, but it's hard to tell whether this is a drawback or part of the attempt to recreate SNES-like RPG artistic style. On that level, however, everything is done very well and functions properly. Also, there are two quite questionable design decisions that, in my opinion, can greatly worsen the overall gameplay experience. First one is somewhat overcomplicated controls: J, K and P buttons for use, cancel and menu respectively seem neither intuitive, nor practical. Why not make game controls more mouse-friendly – since mouse is already in use in the game? Other problem is a saving mechanic with very limited checkpoints. Walking back and forth in order to secure your progress feels like and unneeded and easily avoidable chore. Even if these design decisions were parts of old RPG gaming mechanics, they are definitely the ones that should be avoided or at least somewhat improved.
The lore of the game's world even at this point feels extensive, rich and is not devoid of humor. Books are well written and interesting to read, dialogs feel alive. It's pleasant to participate in something clearly created with a passion.

TheEnkian responds:

Thanks, the lore has had a lot of effort put in. Some of it is just to expand upon the world, other parts will actually come into play later. For example, maybe you'll be able to find Captain Booru's treasure in future chapters? ;)

Lovely short game. Seemingly simple in its composition, but very well designed. The opening puzzle is great: it plays with traditonal gaming convention (press the "start" button) and transforms it into the minigame in itself. The name of the game provides motivation and compensates for the lack of it's story and setting, while also making kinda ironic reamark on the very essense of any gaming experience. Sound fits perfectly and also gives an a little uncanny feeling. Overall great experience!

seanjames responds:

Thanks so much for playing and for leaving feedback. I'm glad you were able to appreciate how the title set the tone for the game... I've talked with a few people about how important that was in this instance. Since you enjoyed this, perhaps you'll be interested to know that I'm working on an greatly expanded version www.nowwhatdowedo.com (which has a new title, but keeps its purpose very much in tact while still pointing back to the original) Thanks again for playing!!!

Joined on 1/17/15

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