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Reviews for "The Grey Rainbow"

This is probably one of the best art based games i have played. The story line is inspirational and really spoke to me. Good job, i really hope to see more from you in the future.

this labyrinthine forest is too damn hard!

BlackOlive responds:

no it isn't. there's a catch to it ;) try the hint button to help you out.

This is such an awesome game. I love it. :D 4.5/5 GOOD FOR YOU.

Great game. The art wasn't amazing, but it added to the storybook feel of the game. The music and muted tones lent to the overall whimsical atmosphere and I definitely felt I had traveled to a Never Ending Story like world.

Thanks for putting a hint button in. I got a little lost a couple times, but not so much so that I didn't have those "Ah, damn! I should've known" moments.

Great work, and beautifully done story. I'd love to see what else you'll share with us in the future.

BlackOlive responds:

The drawings, like many other things in the game, are there for a reason. They felt right. In order to evoke a sense of magic and wonder, and to make the player feel like they're living a fairy-tale, there is nothing better than opening a door to the past, to a time when we weren't so prejudiced, when everything was wondrous and loving to our eyes, when we were innocent, and the world around us so full of potential. And the funny thing is, the world today isn't much different; it is just our perception of it that has changed ;)

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.

BlackOlive responds:

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!