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Oct 31, 2011 | 5:19 PM EDT

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Advisory Animal 5 Points Discover the dog who can speak in the tounge of man.
Born Again 5 Points Experience rebirth the first time.
Human Nature 5 Points Kill a living creature with your weapon
Self Defense 5 Points Kill an enemy with their own projectile
The Call 5 Points Awaken her guardians
Facade Breaks 10 Points Defeat Uzaza
End of Us 50 Points Complete the game with the aid of the gun
Insult to Injury Secret Medal: Unlock this medal to view its details!
Curiouser and Curiouser Secret Medal: Unlock this medal to view its details!
Altruist Secret Medal: Unlock this medal to view its details!

Author Comments

11/8/11 Still working on the medals guys, hang in there. Also tried some more optimizing to fix the slippery/sticky controls issue some of you have. (also, if you have a FB tab up, try closing that)

**CONTROLS** LEFT/RIGHT walk left/right UP = Jump DOWN = Raise shield (while standing)/Use Weapon(later in game,while standing)

Oyeatia, creator and god of man surrenders his deity, descending to the green earth in search of a lost love. Gyossait sleeps in the warm black heart of the dying planet, her dreams seep into the weakening minds of man. The end begins.

Update History:

11/5/11 Patched vanishing keys, walking off map, alternative ending, Medals implemented but pending.



Rated 5 / 5 stars


my mind just blow up.


Rated 5 / 5 stars

awesome game

hey amon i hope you will make a part 2 of this game :D Since in this one "the end begins" maybe in part 2 it will be "the end ends".


Rated 4.5 / 5 stars

Good lessons for others in design.

First of all, I will say that it is dismaying to me that there are not more works of media that dwell more into the kinds of aesthetics and theming that this game does. When you scare your audience, or make a sense of uneasiness in them, it causes them to reflect with subtlety on themselves, and there are few games I find that do that on a reasonable level, even if they are somewhat fear-inducing at times.

The visuals and audio are very pleasing and fitting for the premise of the game, and do an excellent job in conveying the world which both the player and NPCs inhabit--one which is hanging on the fringe of total decay. Worn and weary refugees do a good job conveying where humans lie in the fate of their world's destruction, and the NPCs with the assault rifles do an excellent job at conveying the strife that also plagues them without the need for extra cutscenes or dumping the player into a warzone situation.

The two forms of the player--the first with the shield and the second with the assault rifle--establish a very powerful contrast, especially when the rifle is first introduced. In the context which it is produced, it shows how madly driven the protagonist has become in his quest to save the other deity he loves so much, to the degree that he will take direct offensive action where he would normally be the sort to take passive defensive action, defying the most critical aspect of his being.

The ending is simply lovely, as well, and shows an aspect of romance that I feel should be explored more in media. It teaches an excellent lesson in the fact that sometimes to do the best for somebody you love, you must take action which would revoke your privilege of maintaining that romantic relationship. The fact that the protagonist's newfound violence is what separates him from his love in the end makes it all the more unfortunate and ironic, because he did it for her better in the first place. I didn't have the opportunity to reach the second ending yet, but I assume it is more positive and can be reached by either not using the rifle or not killing any enemies in the first place. The fact that your animal guide is also killed as consequence of your actions is just heartbreaking.

The only quirks in this game lie in the collision--I don't think it was a very wise idea to employ loose character traction on the ground but make exceptions when the character lands a jump or hits a ceiling surface, only by virtue of its inconsistency, although it's not a very glaring issue. Also, the sensitivity for controlling jump height is a tad bit high, but it's managable to work with.

Otherwise, I'm very satisfied with this game.

On a side note, I would love to see a more detailed representation of the player character at least. If one has yet to come into existence, then I would greatly plead for one to be created.

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Rated 4 / 5 stars

Good Effort, But Wanted More

I played and beat this game the other night, although the desire to play was only off a whim. At first I was worried it was going to be one of those super 'artsy' games with a lot more flash than substance, and although I feel it does tread on that territory, for me the overall experience-particularly near the end-redeem a lot of the game's flaws for me. I was just in the mood after I started and that was about good enough for me.

Starting off, I did like the background visuals a lot. They did a more or less good job of setting the mood, although the red/black color scheme is somewhat cliche. The sound effects are very well done and also contribute to what mood is present in the game. Some people seem to not like the controls all that much; I do have a quibble w/ them I'll get to in a minute, but in terms of jumping inertia and overall movement they were okay w/ me (I've played commercial games w/ much stiffer controls recently, such as Super Castlevania IV). Somwhat dreamy and moonlight which, given the theme, isn't completely out of place.

I also appreciated some of the obfuscation present, although I can't tell if a lot is intentional or not. In a game w/ some modest horror element, I would expect particular features to not be 'clear' in their purpose or usage. So, I genuinely didn't mind when I walked into a pit of spikes that looked like grass, or shooting at plants that looked like enemies. I also didn't mind the way restrictions on the gun were handled, as it forced you to use them smartly (although there's only one instance when I think you absolutely NEED the gun-outside of the boss fights that is).

Now onto the negatives. In terms of controls, I would have preferred having a separate button for both jumping and raising the shield/shooting. It just seems awkward to have those mapped to Up/Down respectively. Also in regards to jumping, I would have preferred where holding on Jump during the middle of a jump didn't buffer for a jump as soon as you touched the ground or one of those portal launching things; that got me tripped up a fair couple of times.

My bigger issue, though, is the fact that there are only three particular points where it felt like the game was actually kicking into high gear: the first fight against that boss w/ the floating head, the last stage, and the final boss fight. These were the only times when the game presented a moderate challenge that more suited the surroundings. In fact, imo the last stage felt like the only real level to me in the game, simply b/c it outstripped the others in terms of design and complexity. Had there been more stages like that one, it would have felt more like a complete game to me.

Another issue I had, after someone mentioned it, was the character's using a gun. I can't remember what reviewer bought it up, but I agree w/ them in saying the character would have likely been better off w/ a sword. Not that the gun isn't cool, but a sword would have been more suiting.

I also would have liked a more strict lives system, rather than basically being given unlimited continues, and I suppose a lack of a real save system would have been an issue if the game took more than 45 minutes to beat (so I'll just leave that out x3).

Finally, I think I agree w/ DeliciousOrange in terms of the weak narrative; I wouldn't say it's so much "weak" as much as say it lacks characters. It's maybe to macro to work on a personal level.

Overall, this was a nicely made game. A sequel that goes off using the last stage and those two fights as a base for game play would be very good, and a more character-driven narrative would also be nice. Maybe separate buttons for jump and attack, a save system (even limited saves a la Resident Evil 1 would work, or Enemy Zero if you remember that game ;) and/or lives system, and you'd have a very strong sequel. As-is, this is a good first installment, and I'd like to see more.

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Rated 4 / 5 stars

nice enough, but...

I grabbed a key and fell into some spikes (due to the floaty jumping), and the key ended up stuck in the spikes, so I couldn't get it back. This left me unable to complete the game.

I don't know if it was a glitch or what, but the keys ought to respawn to their original position after death.

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