Game made with Unity. Everyone had a time where others tell awful words. Everyone have a monster inside, that keep telling us "Stop those people, STOP THEM". But there are other kind of people too. We cant just keep them all out. We just have to filter the right words...
I feel like I would have liked this better if I could control it with my mouse. Maybe it's just my computer, but little variations in how laggy the game was could end with me missing like three of the the things.
This was a really interesting concept, and I think it's executed pretty well. Mechanically it's nice to see a different take on the "block incoming things" genre, with varying strengths you need to prioritize and some reflex/recognition in there too. I think the one thing that I might have done differently (not to say it was bad or wrong, just not exactly to my taste,) was the failure result. I feel like the outcome took away some of the weight for me, and felt a little melodramatic though. That's really my only criticism though. Great job!
Thanks all of you for the critics. i didn't thought about the mouse control, maybe fit well, simply it didnt come up in my mind when i was designing the game. And for the "lose screen", i agree with you, is melodramatic, I am a little melodramatic :P. The atmosphere could be other and leave a message about it instead of "kill them all" .
Beautiful premise. And the gameplay mechanic does a really good job at depicting the overwhelmingness of verbal abuse. Also kind of frightening knowing what the character will do if you don't succeed -- an admittedly melodramatic point showing that hate breeds hate. Well done.
You know, I was actually pretty unimpressed with the game until the last level, which spoke to me. I think it seemed a bit... cheap, in the bad ending, though. The mood seemed to contradict itself between very simple gameplay, a very simple message, and this kill 'em all statement that kind of alienated me from the protagonist (who I'd been identifying with just a moment before).
On the other hand, this contrast between melodrama and understatement may have been the point... I'm not sure. In any case, I really felt that such a violent reaction should have been... beneath him (hoho).
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It's nice to see that kind of thing.
Well done.
i didn't thought about the mouse control, maybe fit well, simply it didnt come up in my mind when i was designing the game.
And for the "lose screen", i agree with you, is melodramatic, I am a little melodramatic :P. The atmosphere could be other and leave a message about it instead of "kill them all" .
On the other hand, this contrast between melodrama and understatement may have been the point... I'm not sure. In any case, I really felt that such a violent reaction should have been... beneath him (hoho).