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WeihangGuo

6
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6
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A member registered Sep 19, 2022 · View creator page →

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I was shocked at how many levels there were in this game. The first few levels were relatively easy to get through, but later on the levels got harder and harder and required me to combine various mechanics introduced in the previous levels to get through them. It took me almost an hour to finally get through all the levels. I think one of the mechanics I used the most was to press left or right twice in a row to dash. In the later levels, almost every gap between platforms needs to be crossed with a dash. The view of the guards is also interesting. I had no idea how to avoid the guards at first, but after repeated attempts I started to find a pattern and knew the right time to jump or walk. Another interesting mechanism is the chains hanging from the ceiling. When I could not get over some gaps even after using the dash, I needed to grab those chains as a temporary resting place. However, catching the chains accurately was also a task that required repeated attempts. I really like the background designed by the author after escaping from the castle at the end, there is a lot of green plants and a small rabbit, which makes me feel relieved at last after all the difficult obstacles.

The transformation mechanic in this game was interesting and very innovative. I can change into blob form and humanoid form to deal with different situations. blob form can dash, so I often use it to cross a long piece of spikes and huge gaps, or to quickly dodge monsters. Humanoid form can jump higher, so I use it when I jump between platforms with a large height difference. This mechanic really makes players think about how they should solve different problems, and also lets them practice switching forms repeatedly in a short period of time to take advantage of both. Another thing I really like about this game is that there is an instruction menu, which I could open at anytime when I was still not so familiar with the buttons in the first few levels. This is pretty helpful.

Yes I'm Chinese. I was kind of busy earlier and haven't thought of an idea to raise the creepy atmosphere, but I might post some updates later!

The whole game creates a strong horror atmosphere through the choice of background color and text decoration: the background is black, and the text of some eerie fragments is marked in red, allowing the player to quickly notice these disturbing fragments. The game has many options, such as how to help Lily at the beginning and where to go first afterwards. While they created some branches in certain parts of the game that made me feel at some point that things could finally be resolved and my daughter and I could be saved, they ultimately led me back to the same ending: I read the spell out. The author very cleverly weaves a doomed, inescapable bad ending while giving the player a sense of freedom to explore. This also fits with the whole atmosphere of the game.

Since the title of the game is "Doors", I quickly realized that maybe I should try entering these doors first. However, I had no idea where each door led to at the beginning, so I had to enter a door at random. I got two results: being transported to another location, or the game ending because I picked the wrong door. The contrast between the bright yellow and the green background color allowed me to quickly identify the NPCs, the EXPs, and the keys. In the different rooms, I learned through conversations with the NPCs that I had to collect EXPs to get the keys, and then collect the keys to get to the golden door, which probably is where I could win the game. These guides gave me a strong sense of purpose throughout the game, and I made various attempts to fulfill these purposes. The unknown nature at the first of this game encourages players to constantly learn from their failures: after walking into the wrong door over and over again, I started to remember which doors not to touch and where part of them would lead to. However, upon reaching the final room, there is a dialogue that mentions that you can win the game even without the keys. I've tried a few times and haven't been able to find that way yet. Anyway, the game is very interesting and it has the appeal of making me try again and again until I finally get to the last room.

Translated with DeepL

Very interesting ocean surveying game! The choice of the overall bluish color palette makes the whole theme pretty clear - we are in an ocean; the animated design of the seaweed also makes the waves perceptible. In addition, the introduction at the beginning let us know very quickly what our role in the game was - I was a submarine on a survey mission. As I moved up my avatar in the first room, the dialog that appeared made clear my purpose for passing the game: I wanted to find something worth studying. So, from the visuals to my first impression, as well as a series of dialogs in the beginning as hints, I,  as a player, can have a basic and clear perception of the game.

In addition, there are many interactive items in this ocean, these items are also interconnected to each other: if we want to find the anchor worth studying, we need to let the shark grant us the pass, which means we have to give it gold, and these gold requires us to open the treasure chest, which in turn needs us to find the key. These connections reinforce the player's awareness of the verb "to find", or "to acquire", and the role of each object. Another thing worth noticing is that the in each of the game's dialog, there is some hint in brackets,  which serves as a good guide, letting us know what we need to do in order to achieve our goal. 

Thank you for this amazing game!