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Credits & Info

Feb 14, 2013 | 1:16 AM EST
  • Daily 2nd Place February 15, 2013

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First Flight 5 Points Beat Room 5
Dead End 25 Points Get the bad ending
Expertly Done 1 25 Points Complete Expert Room 1
Expertly Done 2 25 Points Complete Expert Room 2
Living End 50 Points Get the good ending
Time Trophy 100 Points Beat Time Trial Run in under 4 minutes
Wit of Citrus 100 Points Obtain all 19 grapefruits

Author Comments

Revive is a pixelated puzzle platformer in which you defy death, define life, and jump in puddles of syrup.

It is also a spiritual successor (in more ways than one) to a game of mine called Respawn.

Man, this project started small and snowballed into something more complex and personal over time. Four months of care were put into Revive's design, so without giving too much away, I hope you enjoy the ride.


Also, let me know if you find any glitches anywhere, and I will address them when I can!

[List of Fixes]
The Time Trial Run medal point value has been increased, slight changes have been made to the controls (such as pressing UP to jump), the collision detection on forks has been improved, and a couple of problems with the main menu are now gone.

I've heard the controls stick for some people. Not sure what would cause this, so if anyone can provide more details about this (like when it happens, what browser you're using, etc.), let me know.

A video walkthrough is now available: hMHp-E



Rated 5 / 5 stars February 20, 2013

Excellent ! One day I'll beat the time trial.

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Rated 5 / 5 stars February 20, 2013

Really a Masterpiece. It reminded me of Portal a lot, and it was almost as enjoyable (I only miss a better Boss fight). Ah BTW you owe me a new middle finger, the 40 tries of speed run have left it unable to move XD

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Rated 5 / 5 stars February 20, 2013

love the gameplay its very similar to portal gets hard at room 31

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Rated 5 / 5 stars February 20, 2013

Dat soundtrack


Rated 4 / 5 stars February 19, 2013

When I first saw the title to this and the little red guy with wings I was thinking "I've seen this game before, it was fun, is this a sequel?" I suppose in a sense I was right, but I feel that as the spiritual successor to the original title you have done a great job. Many challenges were taught to the player before they were used in more difficult ways, which provided a great learning curve with some challenge. What was most interesting was how some levels focused more on "you don't want to live here" at the beginning and then they became "You don't want to die here" and then they became "You REALLY want to watch where you die". The sudden dynamic changes in gameplay with the ever present but revolving theme worked splendidly and I had an excellent time. (Now if only I wasn't such a fluke at time trials, I love the challenge and hate my slowness.)

So creating complex puzzles for players to solve is in itself an even more complex puzzle. Trying to find ways to deviously force them to figure out a contraption, while not making it unfair with uncertainty, and without having loopholes for them to jump through. The more complex the puzzle, the more difficult this can get I imagine. So my question is: How difficult was making these and what was the creative process to finding a perfect idea for a level?

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