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Monako

45 Game Reviews

9 w/ Responses

The game's artwork is very nice, the design is fun and clean as is the animations. The text that talks to you is a nice touch and makes things more interesting. The way the text gets more and more desperate as it convinces you to kill the rabbits is interesting and makes me curious about the story before the events of the game.

The controls were frustrating to a degree. Getting used to them helped but even then sometimes I wish I had more control of the dash, like being able to stop myself from jumping off edges and so forth. There's also a level or two where the dash button seems unresponsive when jumping to a particularly far away area which would send me spiraling into a pit of doom which was frustrating for me because by the time you're good enough at the game and played a few times you can tell that it must be unintentional because the controls themselves are easy enough to grasp but these areas caused issues for this very specific reason.

A few things that might be an improvement to the game.

1. A mute button, although the music is nice it does get a little repetitive at times and having the choice to listen to it would be a nice feature.

2. An alternate ending where you dash to kill both rabbits at once. Which would go nicely with the title of the game. That perhaps both kinds of rabbits were deceiving in their own ways but you had the choice to kill all of them, it wouldn't have to be a good ending but perhaps a bitter one "Now no ones left...are you proud of your choice?"

The endings were both interesting, I was particularly impressed with the ending where you kill the dark bunny because it was unexpected to me and very clever. That cleverness wasn't as sincere the second time when I realized leaving either alive wasn't very satisfying but at the same time I felt that was the point, nicely done for a game made in a very slow time. If you ever make a second game to this one it would be awesome if you showed us what happened before all this. Or even if you decided to make a longer more updated version of this game there were areas where following off the cliff would of been cool as a form of getting to little hidden ledges that might have notes from someone else, or let you find the voice who was talking to you. All just ideas and suggestions, if there's one thing the game did right it was inspire.

Seen your games many times on newgrounds, I duno if you realize it but you really have been a big part of my childhood with your Alice is dead and zombie games. Nice to see you're still going at it, you have a pretty awesome way of making things.

The skin harvester was eerie and your use of sound and music is awesome as per usual. My only complaint is in regards to the fox, he was sort of random and I think you could of done more with him, or added a little more detail to his art since the others had a lot more work put into them it felt like.

Hyptosis responds:

Yeah, I actually pondered the use of the fox for a while. His only purpose was to further drive how messed up this world is going to be. I didn't enjoy that scene at all, which might be why it feels quick and sudden and empty. Also, thank you so much for the kind words, it is comments like this that keep bringing me back.

A fantastic game with lovely music, amusing plot and enjoyable visuals.
Not many games these days expect you to think at ALL. None expect anything but typical lackluster keyboard pressing skills.

With that in mind the characters are very clever and unqiue. Some ranging from friendly to intimidating. The gameplay focusing around having a debate and a conversation on a general scale was done with the best of qualities. I've never seen anyone do anything like this.

It was so incredibly refreshing to actually think about something very meaningful. It's something that more people should play. Thank you for the experience.

This is amazingly well done, although in my opinion VERY difficult. I actually cheated and used shift and tab to be able to find where things were and even then I was stumped. Here's a tip for anyone whose stuck with the mirror area. Don't forget the snake and the blue symbol in the book. It means something. The music in this was really awesome too. Nicely done.

What a cool little game, yeah it's pretty glitchy but it's one of your first and this is really well done for that.

iceey responds:

Thank you! If you drop me a note about the glitches you found, I can fix them? It'll make it better!

This is pretty well done and although short it actually was rather good. The information on mental illness was also interesting.

Konash responds:

Thanks. It seems we succeeded in making the information interesting.

As an artist myself I'm kind of sick of people assuming that THIS is what an art game is supposed to be. We act like it's an excuse to give a game that isn't that great amazing ratings just because it has some simple elements of storyline and such. Which doesn't make sense! Listen, this game had a lot of potential, I'm cool with blocky pixels, I'm cool with the simple style but there are so many things that went wrong with this. The first one is that take into consideration that some people aren't able to see ONE PIXEL on the screen and that it'a be kind of frustrating. The berries? Could barely see them. The controls? Not explained, Japanese symbols didn't help me despite it being simple enough to figure on your own. The Music? Good but never in the right place. The pace? Awful. This game could of gotten a lot better reviews if you just had sped things up even a tiny bit for the Guardian, we get that hes slow but you managed to make it the most irritating longest annoying thing ever. The storyline was "Okay" It really wasn't that great. You should of added a lot more emotion to it which could of worked if you had added a bit more music or even added NEW scenes instead of recycling the same pixels. If you really wanted this game to be good consider all these simple things you could of done. Add, colour, Or shading, add sounds when you're in the forest. Add more wild life then a few birds. A good example of a game with not the best graphics but still extremely beautiful and stylish is Sword and Sorcery give it a look and you'll see what I mean.

Now I'm going to comment on the high rating comments this game is getting. Listen, art games can be beautiful but the reason they are called games is because they have REAL elements of gameplay. They aren't always an interactive story and if an art game works like that then it should still have more interactive aspects. Remember most normal games have storylines, effort, artistic skills and beauty. Take a look at some great art games like Coma, Limbo, Don't look back ect these a good because someone put a LOT of effort into them. Does this look like it was a lot of work? Art games shouldn't be getting a break just because it's an "Art" game. ALL good games should have some beautiful qualities even if they're just plain addictive games.

Good game but it's lacking some important qualities. The biggest for me being is...There ISN'T Enough to occupy YOU. I'm going to compare it to another game, Roller coaster tycoon, the first one. It always kept you busy with things. This game needs to keep you doing something. Since it doesn't I could wait tones of times just to get one upgrade of get a bit of money. You've got lots of upgrades, I'd suggest you make it so people can get those upgrades at a quicker pace so they don't lose interest. Also I know people have brought this up before. But why do I need to know when my janitor is sleeping? Who cares? You can't do anything about it but fire them and it doesn't even tell you which one is sleeping. Kinda a pointless feature.

I loved both of the games and I just have to wonder, would you be willing to make a Cuboy: Cubeture 3 someday? The games are so well put together and really worth it, the fact that the experience is free is unbelievable. In fact I'd suggest trying to make a game and selling it for a few dollars because you have amazing talent.

Age 30, Female

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