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Apr 25, 2011 | 7:04 PM EDT
  • Daily 3rd Place April 26, 2011

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Author Comments

***Fixing pause bug*** shouldn't take more than 12 hours :)

Game about life and its unavoidable end, death and the things that could happen in between.

Reviews


geraiahgeraiah

Rated 5 / 5 stars April 27, 2011

The Truth of Life

The concept of the game is extraordinary.

The physics of the game was a bit difficult at first but it all fit the story:
The controls were simple. The mechanics was also simple.
Not so much challenge, but really fun to play.

At first, it was hard to move, as we were when we were small kids.
As it moved along and we get the hang of it, the jump was higher, so on and so forth.
And as we age, we get weaker. In the game, you get slower, jump lower, etc.
It really portrayed the truth about what this world has to offer. And there is a choice of what our we make of our lives. But in the end, there is only one destination. The game depicted it all wonderfully.

A really great concept. A good game.


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Ac3HygHAc3HygH

Rated 5 / 5 stars April 27, 2011

sad....

nice game..... the story is sad... because is true.... but a good game


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stlkrstlkr

Rated 4 / 5 stars April 27, 2011

another art game

everything i've seen so far in this game is ok.
good concept and graphics... but i'm having problems
as controls sometimes don't work. no reaction for pressed keys.
so my progress is not big :P wil check it back home on diff browser.



fa2mannfa2mann

Rated 5 / 5 stars April 27, 2011

great thinking

I liked it. This tells that there are major points in life that will change your way of acting and thinking. I have one of them right now.. so enjoy things the way they are now before it's about to change..


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steziestezie

Rated 4 / 5 stars April 27, 2011

An interpretation and analysis

I enjoy playing artsy games that actually delve into subject matter deeper than blood and guts, it's a fine distraction.

My first impression is of the beautiful consistency in the bleakness of the pixel art style alongside the grim music in the main menu. I have this massive bias, however, against text based instructions.

After actually playing the game, I stand by my previous bias that it would have been a much better stylistic decision to incorporate the first "level" of the game, as well as every time a new element is added, as a tutorial. It would work better, since it would feel more like the a mother/teacher/boss giving the player new skillsets as they progressed through life. That said, it made no apparent sense to me as to why the middle-aged man learns how to move boxes, since I wouldn't expect a person who has been funneled through life that way to pick up anything new that far in.

The correlation between scrolling-upwards platforming to represent the futility of life is certainly not a new concept, but one which has both added and detracted to my interpretation of this game. Firstly, the pacing was just right in certain parts. In childhood stages, everything felt like such a rush, simply because the road to adulthood is both society's pressure for children to grow up, as well as a child's desire to explore the world. The scrolling forced me to keep going, as well as my curiosity as to what came next.

The teenage transition was implemented nicely. I did enjoy the split, and the dead end room (although that was surely unexpected). The split only reinforced the fact that all roads ultimately lead down the same path, which is the artistic comment I take from this game. The title is misleading however, because even when the scenery was littered with drugs, the character still had to keep climbing, there was absolutely no falling whatsoever.

And of course, there's the lonely ascent into death (or heaven). But with a title such as "And everything started to fall", I could only anticipate that the character was going to face some form of demise. And yet he didn't.

Nicely crafted game, lots of stuff going for it, though a couple of stylistic elements didn't integrate with the central concept. An art game isn't created by slapping together life moments with a bit of basic platforming, it's made by ensuring that every aspect (art, gameplay, and music) all merge into one single experience to get the core message across. But, art is art, and is always up for interpretation so bleh.


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