BackDoor- Door 1
You find yourself in a strange house with only a man on the phone as a guide.
4.13 / 5.00 25,911 ViewsMini Commando
Action adventure game with nazi enemies in the second world war.
3.96 / 5.00 21,137 ViewsLog in to save your medals! Don't have an account? Create one for free!
This point-and-click adventure game is entirely hand-drawn with coloured pencils. There's lots of dialogue and it should be read at your own pace. It will take you between one and two hours to finish the game.
Fans of adventure games will like The Grey Rainbow a lot. It's an ode to magic, to an innocence we thought we'd lost and to a time when everything we did was filled with wonder. Open yourself and relax into this fairy-tale and realize that, what you thought was once lost, is but misplaced.
Of course, non-adventure game fans (if there are such ;) will most probably enjoy it too, so they should give it a try.
Start the game with no expectations. Relax, take it slow. Read all the dialogue. Solve the puzzles at your own pace. There's even a hint button within the game itself to help you if you're stuck.
And most of all - enjoy yourself!
edit: We're daily feature No. 1! That's so awesome.
edit no. 2: After playing the game, you might want to check out the short story. Link:
http://www.blackolivegame s.com/games/thegreyrainbo w.pdf
EDIT 3: The soundtrack, in one zip file and glorious 320kbps quality:
http://www.blackolivegame s.com/games/tgr/stuff/The GreyRainbowSoundtrack.zip
EDIT 4: Medals are integrated and working. Now with popups! Enjoy!
HINT: The final medal (Understanding) is awarded after the end of the game, once you are returned to the menu.
Reviews
Rated 5 / 5 stars April 27, 2013
This is a great game. The story was beautiful and I liked the art (and what seemed to be a Discworld nod). The one thing I would have liked was brighter colors in the colorful parts - the shift to gray and back wasn't as dramatic as it could have been. But that's just a personal preference. It's a solid game with a really thoughtful ending.
Rated 4.5 / 5 stars April 20, 2013
I really like the story. It has a real human element, and the drawing style, while simple, plays a part. Combined all together with the calm music, it has a sense of purity. I know that tends to be a hard thing to convey. It takes real effort to express yourself like this. I have often felt that in a good story a part of the person's soul is imprinted, somewhat preserved, and with good writing can reach others.
As mentioned in the credits, I think this was achieved, and I liked the touches of philosophy that were added. I actually hope to see a sequel. As simple as this was, it has an affect on me. I could tell the message this story has is a good one. I liked it's clean closure too, however I feel like there is more to tell and would like to experience more.
You seem like you want some constructive input, so here goes.
Here's an example of "more to tell." We know about the old man, but where did his friends go? Did they die in happytown with their families? We see no sign of this, nor do we see signs they are alive. What happened? What does the inside of the wizard's tower look like? Are there other towns? Did the dwarf ever manage to make something of himself? etc etc.
As far as game wise, I liked it, but I felt that certain aspects of the game needed a bit more interaction. While the abstract nature of the world fit the storyline, there were times I was keenly aware of reading a story, rather than being part of it. I feel if the creation of the world was better outlined it would help. However, for it to truly feel alive, the NPC's need to interact in some fashion, and the player needs to be a bit more involved.
For example, if I have a group of 5 friends, they all have there own opinions about life, each other, and activities they enjoy. This has an effect on their surroundings, and thus on people who pass by. If color is the spice of life, the way it is determined is by how it is mixed. In short, interactivity.
I felt the happytown lacked this to some extent. We only know of the innkeeper because it mentions the person if you click the passed out squirrel. Where is his/her building? I don't need to enter every building in town, but I should see a presence if they are interacting with each other.
I know size is always an issue with flash games, so I'm not asking for a full size town, but if you tie together some elements it should help draw the player into your whole creation. Once you have this level of interactiveness, opportunities for puzzles Increase.
You also expand the player's ability to learn more about their surroundings, which is especially good in a point and click adventure. That allows for lots of creative freedom on your part too, because your material is well put together. Mind you, I expect you have lots more detail in your book and I'm intrigued enough I will be visiting your site to read it.
So overall, awesome story. Game play was straight forward and the whole thing came across as original. I rate this high and would very much like to see more.
Some answers for you:
"We know about the old man, but where did his friends go? Did they die in happytown with their families?" - His friends are all dead. I won't say how, why or when, though...
"What does the inside of the wizard's tower look like?" - At first there was supposed to be a scene inside the tower, but I cut it out early on, for pacing purposes. It was important for the puzzles to feel organic, instead of 'new screen - another puzzle'.
"Are there other towns?" - of course there are. Big and small. There used to be a colossal city in the desert with the phoenix, but now there are only ruins. There's a whole world out there. We see only one very small part of it.
"Did the dwarf ever manage to make something of himself?" - I don't know what he'll do next, but he definitely didn't, and won't, climb the mountain.
"While the abstract nature of the world fit the storyline" - the world is actually quite straightforward - only slightly zanier than expected ;)
The innkeeper wasn't necessary in chapter 2, and I didn't want to waste time on locations and people who didn't progress the storyline. I was already taking a risk, making the old man optional (it is not necessary to talk to him in chapter 2), but I truly wanted everything to feel organic. If I ever ever ever do a short 5-min cartoon about the squirrel's life after the game, the innkeeper's gonna be there!
Whew. It was nice to get that all out!
Rated 5 / 5 stars April 17, 2013
thank you for this game, it had such a meaningful story.
Rated 5 / 5 stars April 14, 2013
A truly amazing story.....though the artwork was like for 5-year-olds, it still touched my heart. Stay awesome and make more awesome games. This DESERVES a sequel! Thanks for a game that wasn't a waste of time. XD
Thanks!
The arwork is like that for a reason, though ;)
Rated 5 / 5 stars April 8, 2013
This game was truly amazing. It touched me. There should be a sequel to this. Thanks for the enjoyment.
Hmm, I'm curious. Everyone keeps asking about a sequel, but what would it be about? I deliberately made this game to be sequel-free.
But I suppose one could always make a game about the Old man's adventures. Or maybe about the demise of the desert-city. Or about some of the other unexplored regions of the world. In that case, it wouldn't be a sequel but a spin-off, I guess.
But, the wheel of time keeps turning. Things begin, and things end :)