
Willful is a fast paced shooting/exploration game that takes place over ten worlds. Explore ruins, forests, other dimensions, and take down an evil organization as a small rabbit Will.
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I had a ton of fun playing through this game. The controls are tight, the level design is fantastic, and the soundtrack is great. I never thought collecting carrots could be this much fun. I would definitely recommend, especially for the price.
I enjoyed this & would recommend it, it's a zany puzzle-platform with good exploration elements and a nice overarching plotline, a few things that could be improved but it was definitely money well spent for a few hours of bouncing around solving jumping puzzles, shooting at things, and trying to find out what the hell was up with Chad anyway (Did I discover the answer to the last one? Play the game and you might find out!). Longer review with highlights & things I thought could be improved is here: http://exilian.co.uk/forum/index.php?topic=5267
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Languages: English
I do like this game, but I just can't recommend it. I mean, did I really enjoy it? It took me two hours to complete the game, and considering I bought it on sale for two dollars, one could say I got my money's worth. But my issue with the game is this: while it's not a bad game by any means, it simply can't be considered a commercial game. If anything, it's a project game. This should be a free download on itch.io, not a paid game on Steam. So what is Willful, you must ask, because you've probably never heard of it before now? This is the first and so far only review of the game, and I am so sorry it has to be this way? Well, it's about a rabbit named Will, who's been all trussed up to be sacrificed to some kind of god-monster. By random happenstance, he manages to escape, pick up a gun, and now he's off on a quest to journey up to this monster's spaceship and kill it. The story begins and ends there, with everything else in between essentially filler. The only characters of any note are Will, the monster, and some hologram boi named Chad who pops up now and again to talk at Will. There are three endings, a bad one, a good one for finding the gun that can kill the god-beast, and a really good one for collecting all the golden carrots. Now, there's nothing wrong with a simpel game, a simple plot, whatever - but the thing is, this one is, as I mentioned before, no more than a student project. It's a tech demo. The graphics are basic and unpolished, with inconsistent pixel sizing, the puzzles can barely be called such, and the level design is a complete joke. Half the game is long passageways filled with nothing, and large empty rooms with floor layouts that suggest a boss was once meant to be there, but was ultimately scrapped. The music is made up of simple MIDIs that I've already forgotten, and I beat this game today. Scattered throughout the game are various concepts of something bigger; a hidden power-up, a door that's left unlocked until you make it to a much further level first, a section where you float through zero gravity. All of these are used once. (Most egregiously, the passage leading up to the final level has wraparound ceilings and floors; this mechanic is never used again, not even in the level itself.) There's a multiplayer versus mode, which is surprising and far more than I would ever expect a game like this to have, but it's not enough to salvage an ultimately boring game. Overall, what we have here is a prime example of the biggest problems with Steam Direct, and with the modern indie scene as a whole. With the idea in people's heads that you can sell cheaply made games and turn a profit, the market becomes flooded with haphazard projects made with basic Construct or Game Maker tutorials and no time to really focus on making something unique and polished. Honestly, of all the shovelware that comes out of Steam, this is one of the better ones. It has an actual structure and a self-contained story, it has boss battles and more than two types of enemies, it uses original assets. I wish more games were like this, and less pornographic achievement collecting meme simulators. Regardless, by the nature of its being, that's the company this game finds itself in.
Willful is yet another retro 2D pixel platformer infesting Steam. In this one you play a anthropomorphic rabbit, which should make furries happy. Jump around sci-fi platforms and collect carrots. There may be other aspects to the game but it's hard to tell because the controls don't map properly and can't be customised. There's also jarring view changes as you move between "doors", zooming in and out wildly and disorientatingly. My guess is the developer hasn't played a video game since 1993. Either way, this compares very poorly to most other games released in the last 20 or so years.
I am John Willful Considering this is one of Luke's earliest public projects AND like four dollars, it's pretty damn good. Going for 100% will yield a good bit of playtime, and you probably won't even have to look up a walkthrough (which is fortunate, because I don't think this game has any).
"I've been watching you since the start, and you've grown quite a bit" -Chad (not she). While that is in no way a theme in the game, let's be honest... you walked right into that one. And it's probably not the greatest platformer in the world, maybe more like a tribute. Has well-established platforming elements (bugged me a little that block-toggling was global). I was also annoyed that enemies move through the level architecture (because collision is so post-90s?), and they move between screens, while things like item drops don't, for example. There's a few bugs (e.g. teleporter in the ship that teleports you to the planet surface stalled, had to re-play the area, "best" ending boss didn't reset properly after I died, had to fight with shots bouncing off the ceiling). Controls are okay, art style is a bit on the odd side but it's original, the small music collection gets a bit repetitive after 2 hours, and there's memes I think. Chad reminds me of Magic Man from Adventure Time. The level design might've gotten a bit too drawn thin and lazy towards the end. There's collectibles required to progress, and I was a bit bummed when told that to really complete the game you need ALL of them instead of just the minimum to progress. And to get all the endings, it makes you repeat an area, which ended up being tedious. With the "endings" not being that great, I felt like I was missing a due reward. There really isn't a great big story with intricate puzzling, but it's a solid game with light humour. It's an actual game. I mean, look at all the $20, $30, $40 Early Access abandonware trash. It's not over-promising with stupid buzz words but it's straight to the point. And it's a game that was fun, even though I'm not into platformers at all. And it wasn't 99 out of 10 levels difficult and then snarled about how fun THAT is. If I could "follow" a developer on Steam and get notified about their new releases, I'd probably follow Luke Vincent and see what's up next, if anything.
A great little game. Stage-based but like a metroidvania, great music and fun graphics.
一款还算可以一玩的横版动作游戏 控制的是一只小兔子,按键比较简单WSAD(↑↓←→)移动,空格跳跃,Z射击 总共10大关,每关里面都有隐藏着8个胡萝卜,你的目标就是收集完全部胡萝卜 其中后面几关需要一定数量的收集品解锁 前9关每关的背景都各不相同,或多或少都会有些新鲜的陷阱/敌人加入到游戏中,总体来说新鲜感也挺足的 并且每关里面都有一个BOSS可以击杀,位置并不一定在最里面,但一般都是必经之路,不杀死的话没办法收集完全部胡萝卜 除了胡萝卜以外,游戏内道具还是比较少的,除了加钱的掉落物,就是+血的披萨 每关一般都有一些NPC出售道具,你只要找到他们后,在道具上按↓即可花钱购买 有时候某些胡萝卜也是直接在出售列表里的 另外稍许有些用的就是购买一个指南针,可以指向最近的一个胡萝卜 不过说实话用处不大。。因为它只是直接指向目标,有时候跟着箭头走是根本走不到的 而且每关的指南针不通用,需要多次购买 第10关,开始时是在宇宙场景中找按钮解锁激光,然后至少收集70个胡萝卜进入最终关 这里不知道是不是设计的问题 有些胡萝卜是在石头里面或者被石头围着的,到游戏结束我也没找到怎么摧毁石头 不过你可以站在胡萝卜的正上方或正下方,然后按P暂停游戏,此时你仍然可以通过上下进行移动,直接穿越过石头拾取胡萝卜 第10关激光结束后,并且至少收集到70个胡萝卜,可以进入最终关 大至少就是之前碰到的几个BOSS重新挑战一下 游戏总体难度不高,我大概花了3小时通关(具体结局参照后面的描述) 除了单人剧情外还有个双人对战,攻击对方,把对方打到地图外面能获得一分,先获得3分者胜利 p.s. 我收集了79个胡萝卜,被old forest这关卡住了,有个胡萝卜貌似在们后面 但NPC说他钥匙丢在了垃圾场,黑人问号.jpg,逛了好几次都没有拿到 只能直接挑战最终关,打完后告诉我worst end????WTF!! I can't found the last carrot in old forest(what maybe behind a gate, and the key threw into garbage lanbd) When I finished the last boss level, give me a worst end!! WHY ???
The movement of the game is fine for the most far in being responsive but the physics in the jumping in the game can be iffy with the second jump. I also don't really understand the purpose of having knock-back with the collision on the second jump with various objects. There is slippery collision on the second jump that can be abit annoying. The shooting mechanics starts off underwhelming but becomes decent later on with upgrades. I wish there was a way of knowing how many upgrades I had. I'm fine with a stamina meter in games but I didn't see much added to the game. There is also a fun "bug" with the Omnistar where you can charge a shot with one button and still shoot with the second "shoot" button. The design of the stages were mostly good for the first 6 worlds. I didn't really feel like I got lost in the earlier part of the game and always kinda had an idea of where to go next. However, the later part of the game didn't too good of a job giving that sense of direction and it felt too much like a maze. Some of rooms did seem like there wasn't much thought into the design and did seem abit jarring. Puzzles in the game are pretty amusing for the most part and the enemies mostly do what they should do. Bosses are okay but could use some more interesting patterns with certain bosses. Carrot placement in the game were well placed and didn't really strike me as obtuse to figure out where and how to get (outside of a couple). The music ranges from okay to underwhelming. I was fine with the choice of sound-font but it just felt wasn't properly utilize. It was my least favorite part of the game. The art design choices is mildly interesting but for the most part consistent with its kinda "crude" (not a bad thing) presentation. Like with some of the later part of the game, some of the areas just look meh. Overall, its decent metroidvania type of game but pretty flawed.
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