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Jul 8, 2012 | 5:42 PM EDT
  • Daily 2nd Place July 10, 2012

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Author Comments

For anyone that might be in need of it, I've uploaded an offline version here:
Featured on the frontpage! All of you are awesome, thank you so much UPDATE 2:
Daily 2nd Place. Thank you all so much for playing and rating my game. Also thank you for all of your feedback.
Fixed some bugs, changed compass key to "C" for convenience and avoiding bugs, other minor changes
(If you are having performance issues, try changing the flash quality setting, close some background programs and other flash apps or upgrade your flash player. I hope this was helpful)
If you find any bugs or have other problems, please e-mail me or send me a PM

Arrow keys _ Movement
Space _ Interaction
C _ Compass
Num+ _ Volume Up
Num- _ Volume Down
Num0 _ Mute Sound

a video game about dysphoria and astronauts

"Personal Trip to the Moon" is an experimental game about exploration and discovery which serves as a psychogram of a gray wasteland and its inhabitant.
It's a game about finding yourself 384400 kilometers away from home.

Music: "Une chute sans fin" by "Another Moon" (S├ębastien Lombard).
Special thanks to azrafe7 and everyone from the FlashPunk forums.

"Personal Trip to the Moon" is the first game I have ever managed to release and as the title suggests it is a very personal project.
Any kind of feedback is highly apreciated and please keep an open mind while playing. Thank you.



Rated 2.5 / 5 stars July 13, 2012

I don't like this. I've played lots of art-games but this just doesn't do it. It is trying so hard to be an art game, but there is little to the story and the gameplay brings out even less. I felt like it tried way too hard to be deep, but ended up stranded on the shallow surface of the moon. Plus the very slow gameplay made it a bit of a drag. On the plus side I liked the tv-effects, and I felt like this could've been a good game if you changed the purpose and brought more up to the surface. I don't feel like this deserves as much credit as it has gotten, but I believe you can make something better in the future - and I can't wait to "play" it.

Oh, and to "Razorfire", one doesn't need to make games to know what's good. I hate when people use that as an argument. "Lets see if you can do it any better", is what you used to say as a child.

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Rated 2.5 / 5 stars July 13, 2012

The whole message and everything that was set up in this game were great. It had interesting sounds and a cool gritty vibe to it. i like watching the things take place and fully consuming the message... What I did not find in this "game" was game play. It was an interesting short story but I was honestly looking forward to a game. I just walked around grabbed 5 things and was done. It was interesting but didn't really excite me or truly inteest me because most of the game was me just watching it unfold. I did hardly anything.. I followed a compass to easy to % easy to reach items and that was it. I didn't learn the challenges of suicide i didn't learn the challenges of transgender. I walked around being fed information. Like i said it was a good theme good set up but there was virtually no game play or excitement. i just wish I could have been stimulated more. If this had ood or atleast challenging game play i would have given it a 5/5 but I cannot do that because quite frankly I didn't have fun.

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Rated 2.5 / 5 stars December 10, 2012

Wow... Just... So sad...


Rated 2.5 / 5 stars July 15, 2012

Most people that have reviewed this game have said that it is not 'another one of those games'. On the contrary, it follows the trend of cynical or dystopian "retro" games that have simple controls to complete nominal tasks (i.e. picking up items and returning them) that will lead to a sort of deep, enigmatic conclusion. Granted, it was not very original in it's design, but the simplistic games with a character holding a special trait (in this game, flying) are usually arcade or action games, so I did recognize that difference. It was too short to effectively build up mystery or tension without slowing down gameplay, which caused a lot of frustration while trying to navigate. Finally, there was only one ending to this game. It was a fulfilling ending, but usually games such as these contain factors that decide the ending, which I will admit is enjoyable to replay and discover every ending possible.
So, suggestions:
- Lengthen the game
- Easier/Faster movement
- Multiple endings
Good job...:
- with the music
- creating a (somewhat) original story

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VOEC responds:

Thank you. I agree with most of your suggestions, there are a lot of things that could have been improved.
Regarding the multiple endings: You're also right here, that it would have been enjoyable to have them and that it would have provided lots of replayability. But on the other hand multiple endings just wouldn't have felt right to me (for different reasons). It's a story close to my own live and even though it is flawed this is the best way to convey it. That is the same reason why I didn't add achievements or made certain other design decisions.
I hope this blather makes some sense. :)


Rated 2 / 5 stars April 12, 2013

boring, not much to say