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Don't Move

January 7, 2014 –
January 6, 2020
This entry was deleted.

Here is its eulogy, a collection of the kind words written about it while still among the living. They shall live on forever in its place.

Author Comments

Don't Move starts simply: move left or right. But as you try -- and as you fail -- to move, you unlock more of the game's mechanisms. With each new element comes new challenges and more rewards!

Use left and right or A and D to move. Press P to toggle pause. This game saves your progress automatically.

Volume control is with +/- and you can mute with 0 (zero).

Note: If you can't reach 100%, you're missing something!

If you enjoyed this game, please consider buying it or the soundtrack:


Also please vote for and share the Steam Greenlight page!



Hold left at the very end against the glass to find a QR code. For those without one:

After tapping those directions, I got up to 98%... someone add on please :/
Btw to actually review the game, I think it does exactly what it wants to do: send a message in the medium of game. Lots of these "art games" nowadays have got me thinking that it needs its own collections section in newgrounds. All art attempts to convey some message, idea, emotion, thought or concept. It is in the artist's interest to convey this message and, if they have, they have made an excellent piece of art. Of course, some artwork can be inherently better than others even if they are conveyed with equal efficacy. In this case, the art's success is no longer dependent on the artist, but the consumer of art... but not necessarily in a direct sense of how much they appreciate the art. What marks artwork from others is its novelty in its message, and in that sense indirectly when people see the novelty it would follow that they appreciate the art in its message's uniqueness (assuming they don't reject the idea hastily).

Though this novelty is only seen when the first principle, efficacy of communication of the message, is fulfilled. I almost didn't see the message until I read the review section (as an aside, I honestly think the review section should be changed to a comment section, as the idea of a one-post limit is backwards thinking and the ability to give a 5-star rating twice is redundant). The message actually caught me by surprise, as I felt that it was very true but perhaps didn't know how to articulate it before. Aside from all the flare, achievements and objectives from the game, the actual gameplay is dry, something of which we often look past due to our completionist selves.

People have complained about this game as being bland. Well, it is. But the archetype of games being fun is limiting to the full extent of what a game can be in its uniquely interactive form. Games don't always have to be fun to be appreciable in its own way. Unfortunately, though, as I mentioned before, it was hard for me to see the message originally. It's a good message, but perhaps it was brought upon without enough hints (save for the ending down the stairs). For that reason, I give it a 3.5 (twice, since there are apparently two voting mechanisms).

5 for message: it was definitely novel and worth the time of day to think about
2 for music: It was awful, and I know that it could be muted (which is why it's not rated 1), but for the music to be so bad that I'd have to consider muting it is an issue
2 for efficacy in communication
2 for ease of access: the trophies and zeniths need descriptions, and the caps should be visible! I shouldnt have to look down the comments to see the very mechanics of the game. The game should be self-contained (which is why I was rather displeased in seeing the QR code; I had to install a scanner a few minutes ago on my phone just for this)
3 for gameplay: surprisingly, even though it was pretty banal, the sense of acheivement felt true for every lock broken (in spite of the game's message); it's probably just because I'm a completionist. After all I enjoyed games like "There is only one level" or "Upgrade complete", or "achievement unlocked". Those games had shallow gameplay, but that sense of achievement in progressing is undeniable, at least for me

I like this game and I'm going to tell you why:

The game is pretty simple, but has a few things that make it interesting. Maybe is a bit boring to make all the zeniths, because are repetitive, but they are so easy to get, and that's the fun fact. Nowdays all the games are like this, just with more mobility and background. This game reduces to the absurd all of those game who gives you ridiculous awards for "completing stage 1" for example. When I played this, I laughted, because I felt like "man, I'm wasting my time". But I was doing exactly the same thing another days when I played another games with the only objective to get the awards
Maybe is not a great game, but its filosophical message Is good, that's why i give 5 stars.

This is a really great game.
It does not deserve only 2 stars. at least 4.

also, i need 1 more trophy. How?

It's a shame that no one seems to understand the meaning to this. TO anyone who couldn't grasp this, it is simply a jab at modern day achievement whores, or at least as far as I can tell. Great time waster and deserves higher than what people gave it.

Very basic idea, but one question... What the hell are the zeniths and how do you get them? I'm currently stuck at needing 7 zeniths


Stats, Info & More

2.82 / 5.00