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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

Didn't Like it

It was ok. . . I turned the sound up, cut off most of the lights, and the "Fear" started to work for a bit. But it was just to far out there. After "killing" the first "Girl" I was already so disconnected from the experience that the rest of the scary things didn't bother me.

Game play (6/10) - It was alright, nothing that hasn't already been done as far as platformers are concerned, just walk around collect keys activate switches and continue the story.

Graphics (7/10) - Reminiscent of super Nintendo, but they weren't really enough to scare me or impress me, the backgrounds however were quite nice.

Sound (4/10) - I get that your trying to be scary but common man it gets annoying after a while.

Music (?/?) - I didn't hear any music, I heard the background noise while roaming, but no music.

Controls (8/10) - Simple, easy to understand, but i kept sliding around like I was on ice.

Options (0/10): no mute, no graphics options, nothing. Every game no matter what framework their using "needs" options

Warnings (0/10) - You need to put an epilepsy warning on this before someone gets hurt, I'm not sure how much flashing is needed to cause problems, but this game certainly did have quite a few sudden and unexpected flashes. Better safe than sorry.

Bugs: I experienced a crash about half-way through the game where you run-into that 2nd moveable object (like the one that crushed the girl) I shot it with the rose gun in an attempt to move it, and it immediately crashed the game, froze firefox, and forced me to restart the program before the music would stop playing. Also the girls walking around swinging the swords will sometimes get stuck inside the walls of some rooms.

1- Save points
2- options menu
3- Ability to pause the game
4- Epilepsy warning
5- mute buttons

I don't really have any more, horror games are very very niche and I'm not part of that group, however I did my best to be fair and honest with my rating of this game. I hope you fix the bugs and implement options in your next game though.

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Rated 3 / 5 stars


The art was pretty good, even tho I wished it was in higher resolution, since it's obviously one of your strength. The atmosphere is great, story is original overall I liked it very much. Then comes the gameplay. Since this was created with stencyl, I kind of understand why it wouldn't be technically flawless.. graphical "programming" isn't really the best way to make games, and I certainly saw many bugs. Like when you die with a key in either water or spikes, you'r either screwed or lucky. The key either pops up back in your inventory randomly or is lost forever.

My 2 cents would be to try collaborating with someone that can code flash and have experience with 2d games. It would allow you to focus on art, audio and story... that would be awsome.. : )

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Rated 3 / 5 stars

A good game with an interesting story.

However, it needs a lot of the work. The jumping is very strange. The most common cause of death for the character was because he either jumped too high, or too low. The controls felt like he was sliding everywhere as he moved, which made doing tight jumps difficult. While the presentation and graphics of the game are great, I can't help but feel this was a rushed product.

Either way, for a first flash, this is great. I love strange, psychological things like this.

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Rated 2.5 / 5 stars

Bleh. Lots of issues

It wasn't until I had beaten the game and started playing through again that I saw the instructions for controls. They blend into the background. The story made no sense to me: it was vague and, well, senseless. There were two bosses, but I have no clue who they were. And storywise, getting a machine gun halfway through the game seemed out of place.

The controls need quite a bit of work. Sometimes it was difficult just to jump onto a ledge because pushing toward the ledge makes your jump shorter. There is also no way to jump and shield/shoot. And whenever you land, there's a hesitation before you start running again, which is irritating and makes the camera jumping.

Finally, the way scenes are spliced together are confusing. On the first playthrough, where the cutscene occurs while you're falling, I thought that I wound up in a new place and didn't realize that I was in the place before the cutscene occured. Please try to time your cutscenes in places where the player isn't moving.

With all that said, the level design was fun, so I'll give it a few stars for that. Good luck on your next project.


Rated 2.5 / 5 stars

It was a little short, little easy, lemon-squeezey

First of all completing a game in general is impressive. It takes much dedication to see anything finished regardless of how big or how small.

Now onto some of my criticism. Having played the game all the way through and being a horror-game fanatic, I'd like to point out that this is not horrifying at all though I felt like it was trying to be. Perhaps the direction was to be odd or discomforting, but the entire time I felt like it was only quirky. And not intentionally, but the bad kind of quirky. The controls felt too stiff or too sensitive in movement, and why did you bring in a gun? Rather that's not the problem so to speak but the power you give the player with that type of weapon really lowers the challenge factor.

Enemies weren't really well addressed. I wasn't sure who was my enemy or who was only there for kicks and giggles. Same with the scenery. There were many occasions that I was stopped dead in my tracks due to a black tile which I thought was just the background. One instance I was walking down a short corridor and I couldn't even tell when the floor began and the walls ended.

The "story" felt like it was written by a teenage girl who feels like she's full of clever wit and hormonal angst. None of the "poetry" even made any sense. One she says that "we are flame" for the sun and then mentions that "we will pay for what I've done." Earlier in the game she mentioned flowers. Either Gyossait has the attention span of a newt or she can't make up her mind what her true motives are.

I feel like I pointed out all the bad things. I'd like to mention some of the GOOD.

The art was fantastic. (Except for the last boss in my opinion with the flash Atari-esque bullets flying at you....) Whoever lead the art design has great potential and I like to see more. The level design was interesting but I felt like a little too easy at times (and others a bit confusing). The music/sound effects were, I think, the highlight of this little game.

All in all this had a lot of potential but, for me, felt like it didn't entirely reach it. Nothing stood out as a game but it was still a good way to pass the time. I do hope you take my criticism as constructive (as a player) and I hope to see more work from you soon (especially if it's in this direction).

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