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rated 4.16 / 5 stars
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Action - Platformer - Other

Credits & Info

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 3 / 5 stars

Oddly generic.

It's...interesting, to a point. I'll forgive the "screamer" moments, because there's only so much you can do with Flash, but on the whole, it wasn't really that engaging--the surreality/creepiness felt <em> generic</em>, which really hurt the overall impression. When I noticed that you could forgo the weapon completely, I was hoping that you'd be able to get different outcomes--nope, weapon required to beat the boss. Honestly, not the brightest move there. :|

I will say that I had no problem adapting to the controls, and I didn't have a problem with the keys. Whenever I died and a key dropped in a kill zone, it would respawn on me once I'd reached the general vicinity of the key. The only irritation I had was a point on the last level where you had to land on one of those pushable blocks in a kill-pond; why the hell are the push-blocks so slippery? Seriously, it took 6 tries to not immediately fall off with a single nudge of movement.

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Rated 3 / 5 stars

Ah, art games!

What's to be said of them that hasn't already?

That they're a thinly-veiled cry for attention? No.

That they're obnoxiously pretentious, and often lack anything that would make them qualify as a game-- especially fun and interesting game mechanics? Nope, someone's said that too.

Oh, I know! How about that they could be made by just about anyone, as they require very little knowledge of programming? What? Someone mentioned that earlier? Dammit!

And here I was thinking that it would be clever to say that art games are pretty much garbage and have NO right to be called games. Then, I'd give you a score of 0. Why? That's why.

Oh well.

But, in all seriousness. Here's my review:

For the sake of fairness, I'm going to review this as I would any other game. That means I'm going to completely ignore the vague symbolism, and whatever kind of central theme this might have and, instead, look at the actual game play mechanics and whether they work or not.

Okay, we'll start with graphics, as they are quite literally the very first thing the player sees.

I must admit, the pixel art you used at the beginning was very good, but everything afterwards was just disappointing. Your entire game consisted of different shades of 3-4 colors from what I saw (Red, white, black, and grey.), which is very depressing and drab. Everything looked bland, and if you want to keep players interested, that's not the way to do it.

Now, onto controls and such.
Your controls are never officially explained, not even in your description. First-time players will have some trouble figuring it out. That is a problem that could've easily been fixed, but wasn't.

Not only that, but platforming is pretty hit-and-miss. "Slippery" might be the word used to describe it. In my experience, jumping had a tendency to alternate between extremes. Sometimes, I nearly missed platforms, other times I overshot them completely. This isn't really a problem, but I would still tweak it a bit if I were you.

Another problem I had with the game was that there didn't seem to be any sense of progression. It just seemed that the first level went on and and on and on without end, which got boring very quick. It didn't help that the gameplay is largely repetitive (Pickup key, hit switch, open door, wash, rinse, repeat).

Other than that, everything was fine. No complaints. The creepy atmosphere was sufficiently..well....creepy. The music added to that a great deal, setting the rather dreary mood. And, on my first playthrough, that one part where you fall into the dark pit made me jump.

Final Verdict:

Slippery controls: -1

bland, visually unappealing: -1

no real sense of progression + repetitive gameplay: -2

Final score: 6/10


Rated 3 / 5 stars

Kikoshou reviewed almost everything about this.

But for me music was badly cut. It took away a lot from the atmosphere, hearing exactly where it loops. Sound was ok, what I'd expect. It's sad because in this type of game sound is really important and it could excel and add to the mood. To be honest the game needs a lot of polish. It feels like playing inside a goth kid's mind which was recently defiled by a rejected love.
"Sandwich astronaut", now that's a deep concept!
Gameplay was ok, feels right but sometimes it's not. The description of this game was more interesting than the overall experience.

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Rated 3 / 5 stars

Needs optimization

Gameplay was too twitchy, character seemed to awkwardly jerk forward rather than walk, scrolling was also twitchy and off, jumping was also awkward and jump height seemed random most of the time. I loved the sound, art, and style but the basic gameplay and control needs some tightening up

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Rated 3 / 5 stars

Your heart was in the right place...

First of all, let me just say that I really, REALLY liked this crazy visuals. Every detailed face was immensely creepy, the backgrounds were amazing and the effects and overall aesthetic were really well done. However, this game brought up too many questions ultimately left unanswered to have any weight.

Who are these horrors I'm fighting? Are the girls with knives human? Are they ghosts? What are these trees that blow wind around? Is this like Castlevania where they're just undead minions or something? Is this Earth? If so, what happened to it? Who's Uzaza? What role did he play in the destruction of "Earth"? What was that giant human head I descended from? Where did it come from? What exactly did Gyossait do? Why did she kill everything?

See, this is not good design. If I can ask all these questions and not get an answer directly from the game, it leaves me wanting more and with a felling of lack of fulfillment. Also, filling in backstory for game in the Author Comments is not very good design as well. If I was on another site without you specific comments, what would I think this game is about?

The controls are... interesting. I can handle the rather floaty feel of the jump, but the fact that you completely lose upward momentum when you jump into a wall has led to many deaths. The jumps aren't hard to reach, it's just that if I collide with a wall before I reach the platform above, I fall right back to where I started, or into a pit. This is the most frustrating aspect of this game, right here.

Now, I know you wanted this game to be scary, because it shows. The cryptic words, the great eerie music, the mysteriousness of it all, they all point to a lot of hard work going into the game to make it scary. Unfortunately, this game never gets past creepy. Sure, I jumped once or twice, but really not enough to justify the overall tone. Amnesia: The Dark Descent is an excellent example of scares in a game other than monster closets and other simple jump scares. I'd really suggest giving it a try, if only to study up on really, REALLY freaky horror.

I know you wanted this game to be good, because it shows. The sound is great, the atmosphere creepy, and the art is excellent. Unfortunately, it left me with more questions than answers and sore fingers from the wonky physics. There's a good, scary game in here, but it's bogged down too much by many other things. I know you must have worked hard on it, but I just didn't think it was that good...

Your heart was in the right place, but this game just didn't do it for me.

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