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.com

.com

Arcade

Overview

.com presents a perplexing case study in minimalistic game design that leaves players bewildered and frustrated. Early adopters describe a fundamentally broken experience where uninspired mechanics collide with punishing design choices. While a lone voice finds merit in its puzzle elements, the overwhelming consensus paints a picture of a game devoid of purpose, originality, or functional enjoyment. The experience feels like an unfinished prototype rather than a complete product, with players questioning its very existence in today's crowded gaming landscape.

Why give me a game which is less than every single thing available on the market today?

Gohst

A Derivative and Frustrating Experience

The core gameplay loop centers on controlling an unattractive stick figure navigating platforms to collect floating logs against a punishing timer. This concept collapses under the weight of its own design flaws, with the timer counting down at an unreasonable pace that forces players into a single predetermined path. Any deviation or mistake - including being hit by enemies that inexplicably only appear in the first level - results in automatic failure and restarting from scratch. The absence of checkpoints or forgiveness mechanisms creates an experience where one minor error nullifies all progress, transforming what could be a simple puzzle platformer into an exercise in controller-throwing frustration.

Character movement feels deliberately sluggish, with the protagonist's weight problem translating to unresponsive controls that compound the timing issues. Environmental hazards appear randomly without clear visual cues, while the lack of any narrative context leaves players wondering why they're collecting logs in the first place. The visual presentation does nothing to elevate the experience, featuring crude stick-figure graphics that feel like placeholder assets. With no progression system, meaningful rewards, or sense of accomplishment, players find themselves asking why they should endure the experience beyond the first few minutes.

Puzzle Potential Buried Beneath Flaws

Beneath the layers of frustration lies a faint glimmer of puzzle potential that caught one player's attention. The concept of finding optimal routes through multi-level structures while avoiding backtracking shows theoretical promise for puzzle enthusiasts. The core idea of leveraging gravity - where falling proves faster than climbing - suggests the developers understood basic platforming physics even if they failed to implement them effectively. This foundation could theoretically appeal to players who enjoy spatial efficiency challenges reminiscent of classic puzzle-platformers.

If you like puzzle games, it's worth a try.

Stratubas

Unfortunately, this potential remains unrealized as arcade-style elements clash violently with puzzle mechanics. The inclusion of enemies and instant-fail conditions contradicts the contemplative nature of route optimization. The absence of any difficulty curve or tutorial means players face the game's most punishing mechanics immediately, with no opportunity to build skills gradually. What could have been a niche puzzle experience instead becomes an inconsistent hybrid that satisfies neither audience, leaving both puzzle enthusiasts and action gamers equally disappointed by the mismatched design.

Verdict

Broken puzzle platformer with no redeeming qualities

STRENGTHS

15%
Puzzle Concept45%
Route Optimization30%

WEAKNESSES

85%
Frustrating Design95%
Lack of Originality90%
Visual Quality85%
Technical Execution80%
Purpose & Motivation95%

Community Reviews

3 reviews
Gohst
Gohst
Trusted

Throughout the years, I’ve sat in front of literally hundreds of games. Platform games, puzzle games, some games which have defied genres and many, many more. As hard as I try to look at the good parts of a game, and let the game stand on its own two feet, sometimes a game will use its two feet to kick bad gameness into my face. And that makes me mad. Well, it doesn’t actually make me mad, it just confuses me. If a game has no original qualities, features, or gameplay, why bother? If the game just doesn’t work right, why do you release it? Take for example .com a game which could be about computers. It isn’t. .com is a game about a really ugly stick figure with a weight problem. He needs to go around collecting floating colourful logs off platforms before the time runs out. He also needs to avoid falling objects… which only seemed to be in the first level. There is no story, except that the “fast way” is the only way. The story is accurate as the timer counts down way too fast, there is only one physical way to finish the level within said time limit. The enemies are random and if you get knocked by one, say, mere pixels from the last bar as I was, they return you to the start of the level. There is no physical possibility of ever finishing the level if you get hurt even once at any point during that level. It just really bugs me that a game which is so uninspired and derivative, a game which has no outstanding qualities, gives you no motivation to play, no reason to want to get to the next level – let alone finish it, a game which just has no point to it… Why release it and expect people to play it? There are loads of games out there… Why give me a game which is less than every single thing available on the market today? Why, why, why?

Stratubas
Stratubas
Trusted

Well, it's not too bad, if you like puzzle games. The goal of the game is nice and simple: you gotta find the fastest way to reach all checkpoints in a 2D multi-level construction, bearing in mind that falling is much faster than climbing up, and trying to avoid passing from points you have already passed from. But, in my opinion, the extra arcade and action game features in the game are making it bad. If you like puzzle games, it's worth a try.

Devvrat

Devvrat

.com is not so much good but in that game you have to collect things for no reason

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