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876904 Posts in 32838 Topics- by 24277 Members - Latest Member: aetherX

May 18, 2013, 03:11:59 AM
TIGSource ForumsDeveloperFeedbackDon't Look Back
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Author Topic: Don't Look Back  (Read 17152 times)
I_smell
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« Reply #75 on: March 15, 2009, 02:29:13 PM »

Nah there's not a secret ending, that'd ruin it.

SPOILERS

The point of the game is that when someone dies, you should face reality and accept it instead of making a distraction for yourself; because no matter how much you immerse yourself in imaginary worlds, a dead person stays dead in real life and you're going to have to deal with it sooner or later.

A side-note, which I don't think the author intended, is that the people who keep trying again to get a different ending are never gonna make any progress, like in real life.

That's what I think anyway. Can someone please confirm this? Cos I've never heard of any o this greek mythology shite all you guys are talkin about.
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gunswordfist
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« Reply #76 on: March 15, 2009, 03:57:05 PM »

Nah there's not a secret ending, that'd ruin it.

SPOILERS

The point of the game is that when someone dies, you should face reality and accept it instead of making a distraction for yourself; because no matter how much you immerse yourself in imaginary worlds, a dead person stays dead in real life and you're going to have to deal with it sooner or later.

A side-note, which I don't think the author intended, is that the people who keep trying again to get a different ending are never gonna make any progress, like in real life.

That's what I think anyway. Can someone please confirm this? Cos I've never heard of any o this greek mythology shite all you guys are talkin about.
lol Well put like always I smell.
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skaldicpoet9
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« Reply #77 on: March 15, 2009, 05:03:50 PM »

No, there's a second if you beat it without dying. Smiley

Haha, you bastard.


Nice work though Terry. I don't know why some are saying the game was too easy, I thought the difficulty was spot on. I loved the atmosphere of the game and thought that the all of the enemies were incredibly well thought out. The way some of the enemies bounced backwards after shooting them gave the game a very nice, twitch feel and a little room for some creative jump strategies. All in all A+ effort. Keep up the great work Smiley
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\\\\\\\"Fearlessness is better than a faint heart for any man who puts his nose out of doors. The date of my death and length of my life were fated long ago.\\\\\\\"
AaronAardvark
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« Reply #78 on: March 15, 2009, 05:24:09 PM »

Good work, but just a little too frustrating for my tastes.
I made it to the first nearly full-screen boss who does all the attacks you've seen thus far.  I think I was only one shot away from killing him too.

I'm actually really disappointed; from what I'm reading, the ending is probably pretty cool and something worth contemplating.  Unfortunately, due to the difficulty, I won't be playing again.  Maybe I can catch a full play-through on youtube!
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Garthy
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« Reply #79 on: March 16, 2009, 02:30:30 AM »

NO NO NO There is no secret ending Angry

(if you think about the point of the game, a second ending doesn't make any sense)

Actually, I thought it could be feasible, just a little cruel. Going from this:

http://en.wikipedia.org/wiki/Orpheus

He really only got one shot to look back before Eury was lost. So I thought there's a chance that if you messed up once, you got a lesser ending. Only one life is a bit of a stretch, but without knowing the mind of the designer, who could tell? The theory could have been that once you die, you've been reduced to a ghost in form only, or perhaps imagination. That would make sense, I think. Besides, Cave Story did it.

But to be honest, I'm glad there is no "alternate" ending, the ending there is perfectly fine. Besides, I don't think you can play through that game without a single death short of mapping it out beforehand. Smiley

I don't understand the calls of "too hard" though. Some scenes were hard, but you could figure them out. Both bosses were quite easy once you got the pattern down. For example, the first boss is simply: walk up, wait, turn, fire, wait, turn, fire, step back, wait, jump over as he leaps, turn, fire. The only rooms that got me regularly were the ones where you drop into a pit with three creatures, the one with the two big guys, and the one with the vanishing wall. In fact, with unlimited lives (they were unlimited, weren't they?), I'd say it should have been *much* harder.

Still, thankyou for the fun distraction. Smiley
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havchr
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« Reply #80 on: March 16, 2009, 02:52:56 AM »

Loved this game. The execution was spot on and very moody.
I played it last week when I was having the flu. Trippy!

I like how each screen is a challenge, and that you respawn if you die. Makes the game hard to put down, because of how compact each challenge is.
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TOM SENNETT
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« Reply #81 on: March 16, 2009, 09:09:56 AM »

I found this game to be very difficult, because I'm apparently only good at platform games with "Mario" in the title. I did appreciate the aforementioned "compactness" of each challenge, however, and this mitigated much of my frustration. I was a bit surprised and peeved whenever I had to go back a screen on death - confronting things one screen at a time is much more manageable than facing a daunting two.

Regardless, I enjoyed myself overall. I think this is a great concept and you executed it well.
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Greender
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« Reply #82 on: March 16, 2009, 01:40:58 PM »

I though the game was too hard the first time I played it, but I gave it one more opportunity today and the difficulty was ok. I only wish the game was a little longer. Keep up the good work Terry!.
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Marmaduke Slam
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« Reply #83 on: March 16, 2009, 02:09:37 PM »

Nice game, but there were a couple of points I found more frustrating than challenging. Namely the pit where you fall off a cliff into a screen with 2 enemie, since you couldn't ove straight away I kept getting killed before I could do anything.

The second boss' bullets were a bit of a pain to dodge as well, there were times when I'd jump over one, but because of the jump, end up dead no matter what I did, and while I learnt to avoid it properly in the end it felt like a dead end (that is, no matter what I did I'd get stuck there).

Visually I like how simple it was, I would've like some more quiet strings instead of no music, but either way works for the atmosphere. Cool stuff.
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jjs
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« Reply #84 on: March 19, 2009, 07:45:30 PM »

My love letter to this game:

There are very few games which I feel are perfectly executed, and this is one of them.

Gameplay-wise, it felt like a cross between Another World, Super Mario Land, and a couple of the more punishing levels of Mega Man 2.  It was just the right length (for this particular game), and hard without being cruel.

The game was haunting and beautiful, and succinctly captures the indie game spirit. Consider it a nail in the coffin, if not a stake through the heart, of "Are games art?"
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gunswordfist
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« Reply #85 on: March 19, 2009, 07:50:38 PM »

My love letter to this game:

There are very few games which I feel are perfectly executed, and this is one of them.

Gameplay-wise, it felt like a cross between Another World, Super Mario Land, and a couple of the more punishing levels of Mega Man 2.  It was just the right length (for this particular game), and hard without being cruel.

The game was haunting and beautiful, and succinctly captures the indie game spirit. Consider it a nail in the coffin, if not a stake through the heart, of "Are games art?"
That's a hell of a compliment. And the game definitely was haunting and beautiful. Never played anything quite like it.
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JHJS4LIFE
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« Reply #86 on: March 20, 2009, 02:03:55 PM »

I had played this on Armorgames before. I absolutely loved it. The atmosphere is perfect and even though everything is  pixellated it's legitimately a frightening game. It gives you this surreal, satanic, deja vu sort of feeling. su-PERB!
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Halcyon
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« Reply #87 on: March 22, 2009, 06:30:34 PM »

Enjoyable, atmospheric game, albeit a little frustrating at times, but I managed to get through and finish it.  Hand Thumbs Up Left Smiley

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gmudskipper
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« Reply #88 on: April 02, 2009, 08:03:44 PM »

I think there's occasionally a bit too much trial and error, for example on these screens:





This is okay if the intention was to have a few somewhat difficult parts that require very precise movements.  It's good that you are never sent very far back when you die; this complements the difficult portions, since they'd be a lot more frustrating otherwise.

I think it's pretty original to add the constraint that you can only move forward during a portion of the game.

The story is creative in that it is told without words or faces.

Good choice of music, and of colors (all four of them).
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Bood_War
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« Reply #89 on: April 02, 2009, 09:50:16 PM »

I just played this and (a little late) it's amazing! One of the best flash games iv'e played!
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Groktar the Destroyer
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