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The penultimate game of my long and complex multi-game narrative. I put a lot more effort into visuals than I usually do, and I learned a lot about coding along the way. There are some of the mechanics that I've used in most of my games, but some new ones too. Aside from my unsurprisingly amazing level design, it's probably the most notable for having persistent dialogue throughout that can actually be read. In all honesty it's the best thing I ever made, and if you're going to play one of my games it might as well be this one.
Name explanation: The full name of this game is restricted to individuals who have received Q clearance.
Extremely well-made and enjoyable adventure. Very good-looking, cool and fitting music choices for the most part, lots of interesting jumps (Most of them involving jump refreshers and a new gimmick, the jump 'defreshers'), some innovative gimmicks and some old gimmicks as well. The game works like Permanence: Each stage is similar to one of the maker's previous games, but still has its own touch.
The storyline is probably my favorite part. Most of the game's story is shown when IRKALLA, which you will get to know through the game, talks to your character as you progress through the game. There's not only info about the game's story, but some philosophical and scientifical talk that makes this game feel quite logical, and not just a bunch of random happenings in random places. Even the references to the previous games and their odd changes are more or less explained at the proper time. The main purpose of a storyline in a game is to give the player a sense of progression and an objective to play, and this game's storyline serves this purpose perfectly well.
I don't have too many things to complain about in this game. First, there is the death sound, always a huge issue. Then, we have the Formulate Stage, whose gimmick feels a bit repetitive thanks to its continous use without anything particularly new for quite a while. And I don't think that I have anything else to complain about it, at least for now.
Overall, it's an impressive fangame (In a good way) with very few actual flaws. Highly recommended.
Platforming: The bulk of this game is the platforming, and with that in mind the platforming design is the best part of this game. There are a high number of good screens and several great screens mixed throughout the game. No screen felt boring, and most had interesting, non-basic jumps due to the high amount of jump refreshers and gimmicks. The gimmicks themselves were decent, though my favorite screens tended to only have refreshers, defreshers, and water. Inertia fields were cool but clunky, and the duck launchers were annoying (though luckily there weren’t many of these). Additionally, there were some difficulty scaling issues, with some saves being far easier than others even in the same stage (this is very apparent near the end).
Boss: Very cool avoidance boss which wasn’t too difficult, but had a lot of interesting attacks. Only complaint is that the first 30 seconds are boring compared to the rest.
Story: For a fangame the story is pretty cool, and at the same time is non-intrusive/easily skippable.
Other: Although the game itself is excellent, the main problems arise from coding issues. Text is tiny on fullscreen, pop-up text will knock you out of fullscreen, there is at least one moment where the game crashes (death to troll elevator crusher), death noise is way louder than the amazing OST, and rarely you can get stuck in a platform.
Really fun and enjoyable jump refresher and gimmick adventure game from Kyir, good visuals, good story, good ideas with the gimmicks(though i'm not a fan of the momentum conservation field), good final boss, pretty much good all around. Very enjoyable and has throwbacks to Kyir's previous games(with visuals from previous games and a small nod in the narration). Only thing I didn't like was finding Key #2 since it's a bit esoteric but apart from that it was really fun. Highly recommend.