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Karoshi:Suicide Salaryman

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"Karoshi" is a Japanese word and means "death by overwork". In this game many things are not what you'd expect and the goal of each level is counter-intuitive: you need to die.

Each stage presents a new challenge. There are several objects you can use to solve puzzles, and in later levels the game will even break it's own rules to surprise you.

50 clever levels and a boss fight at the end. We hope you have fun (killing yourself)!

If you have played the Game Maker version, YES this is an official Flash version!

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this game is sometimes hard sometimes to easy but that makes it very special in my heart lov it!


I think this game is somewhat unique in its own right and you bring on some fun ideas and the tools etc to solve some of the puzzles is nice at the sametime it being a platformer type it made it that much more unique the game is nice the gameplay is very fun the graphics are pretty nice so even though the game is dated its a fun element of a game so nice work here


This is a game that shows its age, but I don't think that's necessarily a good thing. I really liked that the puzzles are a mix of lateral thinking as well as skill. I also find it interesting that some levels have certain inessential elements that can distract and confuse the player, it means that it's just as easy to overengineer a solution as well as miss it and incentivizes the player to also consider the obvious solution. Some may find this bad design because of how many non-sequiturs there are, and the lack of cohesion when some levels toward the end actually end up being the easiest, but I like that the unpredictability keeps the player on their toes.

IMO, the design falls apart when it comes to the addition of new mechanics, especially later in the game where you have to use the keyboard, mouse, return to menu button, reversed controls, etc. I also found it grating that sometimes the map loops horizontally and sometimes it doesn't, it's a level of inconsistency that feels like it's designed only to troll the player rather than make them think. There's no need to imitate The Impossible Quiz, this game is able to stand on its own two feet without cheap gimmicks. This is different from my above point about unpredictability being a good thing; unpredictable design allows the player to reason the solution out on their own, but unexplained mechanics deprives the player of the information needed to generate a solution.

One of the best flash games i've ever played, a classic!

Its an Awesome Game i take about Hour and Half to Complete.
OMG this was so challenging, i almost quit few times.

Credits & Info

4.60 / 5.00

Oct 2, 2008
8:00 PM EDT