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Hi everyone, if you liked my game, please check out my new board game here:
Arrow Keys - Move
Z - Jump
X - Interact
C - Inventory
V - Pray
Q - Self-Terminate
+/-/0 - Volume Up/Down/Mute
Sorry about the title, NG only allows 25 character titles at maximum.
UPDATE: Fixed the Chloe/Endings bug.
Art + Design: Cosmic Maher.
It gets a bit irritating when you go into the tunnel. I wish you could have more vision. Silent Hill is dark and atmospheric, yet I can still see in front of me. I would like to see how the game's plot worked out, but the controls are too sticky and I fall whenever I try to turn around.
Quite a beautiful little game
Boring and Slow
The character just feels so slow. I have no idea what the point of anything is. Realistic since I'm in space and I understand this is suppose to have a point or something but it just feels slow and boring.
just pure greatness
I haven't cried as much I did during this game's ending than I did watching Toy Story 3
Don't loose hope
This is a refreshing change from the usual happy, cute and/or funny drivel usually made with fixel (see also: Robot Wants Ice Cream). You can really feel the sense of loneliness and despair coming from this game. Personally, I've come back to play this one on numerous occasions and have added it to my favorites list (It's the first fixel game to be added). Onto the formal review:
Nice and depressing. As I said before, you get a sense of loneliness. There doesn't seem to be any other living thing on the planet which adds to the dreariness. One major plot flaw stands out which is the lack of a name for the player (although you could have a reason for leaving this out). I just have one question: How does one use a dead cat in making a homing beacon or repairing a space suit?
The pixel art is really well done. The artist seems to be well versed in working with a limited pallet (ie, checker-board shading). What I like are the statues. Not only are there a diverse assortment of them but they're scattered evenly acting as landmarks which makes up for lack of a map (to a degree).
My one complaint (and I hate to sound ungrateful) is that a few still images would have gone well where there was just text (ie, the intro story, the "use-the-parts-to-fix-her-suit-but-th en-you-both-die-anyway" ending).
Minimal. Understandably, if there's no atmosphere, there's no sound except what comes from the player (ie, heartbeat). However, there could have been more like perhaps at least a jump and backpack noise.
Now that I think about it while there wasn't that much apart from the main character and the ghosts but it seemed to work. I'd suggest that if you decide to revise or modify the game that you should make the character's walk change depending on his level of hope. Granted he slows down when all hope is gone but he always seems to swing his arm in a confident manner.
Very hard. It took me a few plays to find all the parts and I have yet to see all ghosts and bodies. As it's been said before, a Map would have been helpful (and perhaps a hope meter). However, you seem to be going for simplicity, which is good so I guess both having more and having less has their advantages and disadvantages.
I also found the ending B glitch but another one where if you come close enough to a "ship part" the text will activate. Overall, a great game. Learn from your mistakes, keep going and don't get discouraged (loose hope) .
The gang needs to perform an exorcism in an abandoned lighthouse. Care to join?
Shoot your Salami to victory!
Politics in 2017 are not fun
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