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DavidMarchand

35 Game Reviews

5 w/ Responses

Oh, that's cool. I felt like destroying something beautiful.

Could it be, though, that there's a deeper point to this? Is the ending maybe telling me that this game, when played by the rules, is beautiful (and graphically, it is), and I destroyed it by siding with a glitch and breaking the rules? Maybe? Probably not.

So, to access the SECRET ROOM you're supposed to click something when you first enter that corridor on DAY 3. And, as TrollMoon said (fitting name), the passwords are 12cly90pov2, 274091, 0, 8, and 12 99 70 51 59 12 77 0a. I needed to get all medals to truly see if I was missing something and this was actually a good game. It wasn't.

I won't deny the sound is awesome. The art is pretty good too. But these things do not redeem this game from being what it is. I know why I don't like it, I don't really know why it bothers me this much, so I'll stick to what I do know.

The walking is too slow. Saying it's realistic won't do no good here. There is no realistic game in the whole universe. There's only designer choices as to where to be realistic and how much. You chose to have unrealistic sounds: noise that doesn't exist in the fictional world but the player can hear. You chose to make an unrealistic visual representation: you made it 2D, you made it pixelated. You chose to make you character take unrealistic choices: things that help you tell your story but don't make no sense from the point of view of how a guy on the moon would behave. You chose to make him walk at a realistic speed.

The sounds and graphics are GOOD unrealistic elements. The weird choices John makes are BAD unrealistic elements. And the super slow walking speed is a BAD realistic element. This should be a gold rule: if having a realistic walking speed is detrimental to the experience you're trying to convey, why not have an UNrealistic walking speed? How could that be bad, if it makes the whole thing better, more enjoyable, less infuriating?

The plot. It's not that good. You took the basic premise of a lot of excellent movies and you took away everything those films ADDED to that premise to have an actually interesting story. So you have a guy on the moon who's alone and starts to question his sanity. OK. What else? All those movies you quote aren't good because they have a mad dude on the moon, they're good because of the things that happen AFTER the audience meets the guy on the moon. Your game basically presents its cliché premise and leaves it at that. Doesn't add anything.

A previous review got it pretty right: the game's message is "John sees things", and I would add "and then he freaks out". Nothing more. On Day 1 I learn John sees things and freaks out. On Day 2 the game informs me that John sees things that freak him out. On Day 3 John sees some serious things and totally freaks out. On Day 4 John is totally freaked out. Why have four different instances to say over and over the exact same thing, that the player will understand perfectly right at Day 1's end? Wouldn't've been better to have John seeing things on Day 1 (and freaking out) and then giving us a little more information about the nature of this visions? Oh, but it would've, it totally would've.

Then there's the secret room. Everything that could make this game original and separated from the film sources, disappears when the secret room is basically an image from the film Moon and a short text simply repeating the game's "Author Comments".

This game has no story, it's just a premise. If you know the story of what's happening and why John sees a weird version of himself who talks funny, then by all means don't keep it to yourself, share it with us. I'm sure it would be an awesome story. I'm not even asking for a definitive answer, just some indications that there's more to it than just a guy who hallucinates with himself.

It's not great as a game and it's not great as a movie, so being a movie/game won't save it, it's just bad twice. I genuinely LOVE art games, most of 'em anyway, so I can take a lot of mystery and press-spacebar-to-win and anti-fun stuff, but this is too much. Even the most artsy games should have EITHER gameplay OR a story OR player choices OR AT THE SUPER LEAST a change of scenery, like AwkwardSilence's "The Body", which lacks everything but this last thing, and still manages to be pretty cool. Your MOON on the other hand, lacks just about everything.

Dude, you're on fire! So many games in the last weeks, and very fun ones too. I also was surprised to beat the last level in 21 moves (got 'em memorized now). Even if it wasn't intended, it's a nice anomaly for the last challenge. I thought the Marvellous Villain medal was gonna be madness, but a little concentration did the trick. Keep it up, keep it all up!

Now I need more of you

Really, your Robots Can't Think was amazing, and this one's pretty rad too. Continuity is a great inspiration, strange how so few games played with that organize-your-own-playground concept once Ragtime Games showed the basics of it. I applaud you ability for making this fine stuff with this freaky atmosphere, even if it's just for the feel of it and not to sustain any real story. Get your page up already, I looked everywhere without finding anything about you back when I played Robots Can't Think, like a week ago of something.

Nice!

I mean, some bugs here and there, but student project and all, this is amazing! Was really frustrating the time it takes to scroll the screen, mostly in the lava part. So it was so nice to see the monster actually waited for the game to scroll before continuing its thing.

The symbol puzzle was awesome. I still can't make anything of the crazy snake-iraf psychedelic display. Congrats again on the symbol puzzle!

Incredible

Just a simple concept that's been taken to its fullest. Expert mode's 27 was the hardest to me, mostly because I found it impossible to calculate (so many variables!). Actually, it was the only one where (at least at the end) I had to trust some kind of instinct and move the mouse clicking along with the music hoping to maintain the correct pacing.

I like it that after the hardest levels there are some relatively easy ones to keep player's interest. And the game does a wonderful job in training the player. That's what I call effectively teaching the game's world's rules. By the end of the last level I felt like I had developed a new ability, and that's an awesome feeling. Even tough, you know, it's not a particularly useful ability anywhere else.

Too many things to actually summarize

I don't think this is really retro. But then again, I'm too young to be nostalgic so I don't specially like retro.

This was actually made with Flixel, default images and already recorded music, so I can only guess neither controls nor graphics nor sounds were that hard to take and put together. On the other hand, the (presumably) little effort put in a work shouldn't matter if the work is actually good.

I like, however, the idea it presents. I'm not crazy about the fact that the idea appears in the description below and not in the actual game (which without the title and description would be somewhat regular). But the description certainly makes me play the game with another mood, watching it in a new angle.

The difficulty of it makes you impatient. I myself couldn't leave it alone until I finished it, felt I was somehow incomplete if I didn't get to see the end, which goes against the notion that the journey is the destination. But, for little moments, I think I felt it. I think I actually thought it wasn't that important to win, when I was enjoying the playing.

So there goes my positive review, because I don't know if you accomplished it, but you sure tried to question the oh so established rule that all games without exception are defined by having an ultimate goal the player has to reach.

Fascinating

I can't but give this thing the tens. It's creepy and fantastic, it makes you love it and hate it.

Sometimes you start a level with the girl in front of a wall, so the girl always hits it the first time one plays it. Players'll start all levels just keeping the up arrow key pressed, so my only recommendation would be to leave a clear corridor in front of the girl in every level starting point, so we can have her walking straight a few seconds while we analyse how to get her through the challenge alive.

I'm guessing the graphics would be pretty simple and empty if it wasn't for the distorting effect, so this is what I call a smart visual choice. The feel of the game is absolutely awesome. Maybe the first boss fight (with the small moving platform and the flying spikes that is, let's call it a boss fight) felt a little out of the main atmosphere, but that's just me.

The final boss is terrific. With this quality of 3D art, most monsters just look silly. But you, you actually pulled it off, it is great and exciting and, most of all, really frightening. I wouldn't dare to try ghost mode past level four.

Writer, teacher, game developer

Age 33, Male

Buenos Aires, Argentina

Joined on 4/27/11

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