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This game was made in 48 hours for the Ludum Dare 27.
The theme was : 10 seconds.
This is an adventure game where you play as a ghost.
[SPACE] to advance dialog
[ARROW KEYS] to move
[M] to show map (when you have more than 1 location to visit)
I liked this alot! Very nice plot and art to match the atmosphere. But my only problem is about Alice. I was really looking foward to her backstory, as she has been there longer than everyone. But then she just ended with saying how she can move on too, while I'm here like WHAT IS YOUR UNFINISHED BUSSINESS?!?!?! But other than that, very good game '^'
That was really good! I liked how it all came together with a certain beat as I figured out where to go and what to do :D
there's a glitch where there's no newspaper and you can read it from anywhere at the memorial... fix?
MIND BLOW,loved the game,also for some reason i knew the pink girl was important,i just don't know why
***Possible Spoilers ahead. Take caution.***
What I liked:
Interesting concept, a character stuck in what appears to be quantum Limbo because they have unfinished business in the living world. It reminded me of the anime Angel Beats!, with the added catch that some could only find peace by changing the world they come from. There were a bunch of interesting concepts raised like time travel, immortality, and ghost interaction with the living that deserve more explanation. The music fit the mood of the game for me: dismal, but not horrifying, like travelling through a crypt in some RPG.
I would have liked a delay or some type of back button for the dialogue, since it popped up on the screen so quickly. There were a couple of points where I accidently double-tapped Spacebar, skipping a line of dialogue, and I didn’t feel like replaying through a whole 10 minutes just to figure out what I missed. I don’t know how I feel about the backgrounds yet; they feel a bit too simple and rushed (makes sense since the game was made in 48 hours), but they also fit okay with the character models. I wish there was a way to look at dialogue again after you finished it, either to pick up things you may have missed, or as a reminder of course objectives. I feel like a few of the plot points were rushed over a bit (time travel through the mind for example taking you to an actual place in time; being able to interact with certain objects in those times but not others)
I feel like this limbo area should be more populated, either with other people who died too soon or with the billions of people who died as a result of the accident, unless Alice has been helping people along for centuries without any way to figure out what her purpose there was (if she has, then why at this specific moment is she freed?). I felt like her ending was the most rushed of all, especially since there was no real buildup to it (how did she get here? Was she alone for centuries just wandering about? What did she do in her last 10 seconds on Earth?). Were there people who want to stay in this Limbo (they don’t want to die so bad that they stay here forever)? This seemed like a tip-of-the-iceberg type of game that sets up what happens later. How the place fits into space-time also doesn’t feel right (if it runs alongside it, how can you go back and change history? If it is mostly independent, then why don’t the people there fluctuate more wildly (e.g. someone gives A ten seconds, A saves B, B has a child C that kills DEF later down the line, DEF meet X who predates them by 1000 years? They help X, which prevents A and B from even existing, meaning DEF never died the way they did))
Those shadow things in the lab, were they the people you controlled later? I was a bit confused with their purpose there.
Overall, a good game for the time committed to development: 3.5/5
An addictive and challenging simple math puzzle game
And so it dreamt.
Help Eddie get his watermelon so he can finally spend a nice and relaxing day at the beach
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