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(5 edits) (+2)

Hoo boy. That was a rollercoaster ride. Where to start.


This is going to be a long comment.


1. Yes they can. In fact, I think they do already, as is! What you have here is a kitschy masterpiece. I am honestly in disbelief that you made something this offbeat, thought-through, and sizable in a month with no prior GameMaker experience.


2. This game is not only well-paced, it uses pace in really interesting ways. When you first play through the levels, they're a tad basic - restrictive in structure and discouraging momentum, never getting that complex. But when the game finally shows that it's doing the NieR thing of revealing further depth of gameplay and plot later on, you're on the edge of your seat and really get into the zone. It actually helps that the standard levels aren't that challenging, because it makes the second playthrough when searching for the secret area a quicker and more contemplative experience. Then, right as your expectations are completely set up for more rote combinations of lasers or red tiles, the game throws a creative curveball at you, every single time.


3. The music choices definitely work well. I actually think this game's use of pre-existing assets helps it subvert expectations and create its own bizarre aesthetic, and the music really helps with that, in addition to fitting the tone in the moment.


4. The hints are generally good, but I'd change the "look for a light in the darkness" to "look for a light in the darkness above" to make things a bit easier to infer. I actually had to use the walkthrough to get past that riddle.


5. Words fail me. I started out thinking this was yet another GameMaker game, yet another itch game, something I'd play for five minutes and get bored of, but the strange wonder of the game's world and gameplay made me see it through to the end in one sitting. There are some typos, a few glitches, and the writing can get unnecessarily sesquipedalian at times, but this game is a far sight better than I expected (especially for something made in such a short time). Even the name, "A Proof of Concept", adds a lot to the experience.


It's amazing that something this cool could come out of quarantine. This is one of the best itch games I've ever played, and it runs well even on my crappy computer. Thank you so much.


Edit: I also like how you can play the endgame levels on the first run if you know what you're doing.

(+2)

I can't thank you enough for your support, this is tremendous feedback and it feels really vindicating that you identified so much of what I was going for with this experience. 


I was nervous that this pacing would turn people off before "the real game" kicks off, and its a huge relief that the contrast was a bonus for you. To be honest, the Museum and the early parts of The Main Frame were as much a tutorial for me in putting the game together as they were for the player. It was really fun to take those concepts to their full-ish potential with the end game levels. 


I knew the library hint was going to be "the hardest", and purposely made sure I had the timestamped Youtube vid available in case it ended up being too unfair. This is one of the main feedback points I am looking for, and I want to gauge what the sweetspot is for providing information if and when I expand on this.


Again, I can't thank you enough. The writing is all over the place, and I had about 100 bugs identifed before anyone else had even played it, but to know someone enjoyed this experience makes it all worth it. I knew it would be hard to ask people to take a leap of faith on a visually unremarkable 2d platformer, and I'm really happy it ended up being worthwhile for you.


Sorry for the long response, I never expected such positive feedback and am just very grateful

I just saw the updated trailer and it looks even better now than it was the first time I played through it. Also, holy shit, six new areas.


You are a goddamn wizard and I have no clue why you didn't have more confidence before. Many thanks for preserving the original walkthrough and description for posterity's sake, you brilliant madman.

(+1)

Really appreciate the love, I hope you like this new version. I'm hoping people give it a chance I think the new stuff is really cool. 


Can't wait to hear your thoughts!

(1 edit)

OK, starting off with bug reports:


-If the player accesses and then leaves the secret area of the Power Plant (swinging past the fake wall/ or respawning above it and then dropping back down to the normal level), the background will remain black and the music will stop playing until their next death and respawn outside the secret area.

-As you acknowledge in the first area, it is possible to get stuck in walls, although this only really becomes a problem in the Centrifuge.

-During one of the gravity-flipping sections in the Event Horizon's secret level, I somehow got the Pesach to appear consistently squashed after holding down while gravity flipped, which also lowered their jump distance. This was fixed on respawn, however.


Other things I've noticed:

-Was this game influenced by Solgryn's I Wanna Kill the Guy at all? It has some similar choices in terms of challenges and music.


Overall, I really enjoyed the new areas/secrets and they easily justified a second playthrough. This game is extremely competent and complete for a beginning project, and I'm still amazed by it.