Be a Supporter!

Credits & Info

Dec 20, 2011 | 9:49 AM EST
  • Daily 2nd Place December 21, 2011

Related Stuff

If you liked this, check these out!

Author Comments

Hi everyone. This was probably one of the most personal projects I've done in a long time. I had a lot of things I needed to deal with, and a game seemed like a constructive way to do so. I hope you all enjoy it as much as I enjoyed making it. Stay tuned for Chapter 2!

As always, a huge special thanks to Hania. She continues to be amazing to collaborate with, and her work is always inspiring. Thanks to Evil-Dog too, for graciously allowing me to use Outbreak.

- Mike

Update: Thanks for the front page



Rated 3.5 / 5 stars December 20, 2011

Developer's perspective

Looks like a pretty bad case of developer's perspective. Most of the puzzles were more easily solved by route grinding through all possible options than by anything else. There were just too many possibilities: you may have thought that the relationship between the clues and the puzzles was apparent, but other people (like myself) didn't have that perspective. In the first puzzle, were the objects supposed to represent a saying or a quote? In the next puzzle, was I supposed to look at the first letter of every word, or maybe the second? I still don't understand how the third and fourth puzzles are meant to be solved, I got those through guessing. Even if a puzzle seems glaringly obvious to you as the designer, your players are going to interpret it differently. Was this playtested? If it wasn't, get a lot of playtesting for part 2. If it was... get more playtesters, or better ones.

As for mechanics, you should really separate the buttons for "move" and "interact." In the second puzzle, I would automatically start walking to the right when re-reading the letter, fix that. Add some kind of indicator to show when objects can be interacted with. Also, I was confused by the button in the first puzzle. Was the button supposed to mean "enter" or "input," or was the button just there to reset everything? You did a good job putting the "bzzt" sound on the button, but it still wasn't obvious enough. I thought that the door would automatically open when the combination was reached, not that I would have to set the combination then press the button. Maybe set a really easy puzzle in the beginning to show me that I'm supposed to press the button to input the answer. If you do that, you'll also have to standardize all the puzzles to be that way, since the fourth puzzle automatically opened.

The story was a bit strange and unclear, but that's what part 2 is for. No comments.

Music and art was great. That's what's giving you a 7/10. I would have rather had no speech at all instead of the weird garbling sounds people made. Either take those out or get fully fleshed out voice acting, that speech garbling doesn't work. Also an option to mute music, but really, who's going to mute that music anyway? Just throw it in, options are good.

People find this review helpful!


Rated 3.5 / 5 stars February 21, 2012

what is the song playing in this game


Rated 3.5 / 5 stars December 22, 2011

The puzzles were good

the story was pointless. But at least the puzzles were good. Btw. did you know that the way the letters in the alphabet soup is arranged (neger) they spell out the Danish word for negro? That fact added to the difficulty for me; always had trouble rearranging proper words into new ones, and now I had to do it bilingually ;-)

People find this review helpful!


Rated 3.5 / 5 stars December 23, 2011

Maybe a little too simple

Music was great, added to the atmosphere, but the puzzles were too simple. Would have liked to see more storyline incorporated but not bad for a 10 minute game.

People find this review helpful!


Rated 3 / 5 stars July 22, 2014

The graphics remind me very much of "Every Day the Same Dream," and just like that game, the music is quite memorable. I would say the only really bad thing about this game is that the puzzles typically don't make sense.

People find this review helpful!