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rated 4.16 / 5 stars
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Credits & Info

Oct 31, 2011 | 5:19 PM EDT

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Advisory Animal 5 Points Discover the dog who can speak in the tounge of man.
Born Again 5 Points Experience rebirth the first time.
Human Nature 5 Points Kill a living creature with your weapon
Self Defense 5 Points Kill an enemy with their own projectile
The Call 5 Points Awaken her guardians
Facade Breaks 10 Points Defeat Uzaza
End of Us 50 Points Complete the game with the aid of the gun
Insult to Injury Secret Medal: Unlock this medal to view its details!
Curiouser and Curiouser Secret Medal: Unlock this medal to view its details!
Altruist Secret Medal: Unlock this medal to view its details!

Author Comments

11/8/11 Still working on the medals guys, hang in there. Also tried some more optimizing to fix the slippery/sticky controls issue some of you have. (also, if you have a FB tab up, try closing that)

**CONTROLS** LEFT/RIGHT walk left/right UP = Jump DOWN = Raise shield (while standing)/Use Weapon(later in game,while standing)

Oyeatia, creator and god of man surrenders his deity, descending to the green earth in search of a lost love. Gyossait sleeps in the warm black heart of the dying planet, her dreams seep into the weakening minds of man. The end begins.

Update History:

11/5/11 Patched vanishing keys, walking off map, alternative ending, Medals implemented but pending.



Rated 0.5 / 5 stars

I wish there something good I could say

I'm trying to be objective here. I know the pacing has to be a little slower for horror games, but this is ridiculous. Every time you die, it takes FOREVER to get back to where you were. The game is tedious to play. It's slow. That's one thing.

I wasn't scared at any point while playing this. I mean, there was no way to get into the game. The story makes no sense whatsoever, if there is a story at all, which I'm not sure about. I don't think you can really make a game immersive when you have no clue what is going on.

The game design in general, was quite bad. The levels never made any sense and I almost thought they were procedurally generated by how random everything was. It is at times impossible to tell what's in the background, the foreground and what is actually a platform. The mechanics aren't introduced at any point and you are supposed to just get killed over and over again until you figure out what is dangerous, what isn't, how you kill it and so on.

There was absolutely nothing in the game that motivated me to keep on playing, but I kept on hoping something good would happen and after 30 minutes I just had to give up. This game isn't fun or challenging or intriguing. It's just really slow and long and senseless.


Rated 4.5 / 5 stars

Does Not Disappoint

It was a shock at first to see one of amon26's works being posted here. When the game started, I first thought that someone was trying to imitate his style.

Having played amon26's previous games, Au Sable and All Of Our Friends Are Dead, its a pleasure to see this experience posted on the portal for a wider audience.

The most obvious standout feature of this is, of course, the artwork. The art as always serves brilliantly to paint the scene, and though the environment is mindbendingly surreal, the presentation makes it believable, immersive and consistent. Artwork has been stepped up from previous titles, and every drop of expressive potential is wrenched from the small pixels. Ffrom the tormented trees with impossible features to the shivering and frightened people to the eyes that begin to watch you when you've gone too far, everything works together to present a beautifully unsettling atmosphere.
Little design touches such as the character's last body remaining in the place where it died, the monsters resembling distorted versions of the people you pass, and the shower of water that eases your character's rage show how complete the thought process is.
The harshness of distortion in graphics, music and SFX is used to great effect and nothing is spared, created an agonized sense of unease that people familiar with the author's work will know very well. People unfamiliar with it will be in for a surprise, and for some this surprise will be a pleasant treat.

The storyline and presentation thereof is esoteric, evasive, and immediate. You as a player are dumped immediately into the environment, and watch the world and story unfold around you as if in a dream. It is a cold and refreshing breath of fresh air in a field of games where text boxes and unskippable cutscenes are the rule of the day. The writing is, in fact, almost too obscure to the point of indiscernability, but still appreciable for how different it is from everything else you typically see in games these days.

Unfortunately where this game falters most is the gameplay - unlike in previous works, where the involvement of the mouse invites clicking, the use of the down key is not necessarily a given, and only the overly curious or determined would discover it. Given that the down key is at times crucial to survival and progress, this becomes a major block in play and breaks the immersion somewhat.
The platforming is largely solid, though the jumping is a floaty and can become frustrating - tightening of the controls is strongly recommended, as many platform sequences that would otherwise feel just the right length instead feel a little too long due to the dodgy controls.
The gun and shield mechanics, once discovered, are clunky but servicable - like everything else it could use some tightening up.
Of note as well is the Crucible of Uxaxa, used to alternately sacrifice a poor girl or cross a boiling lake of blood - standing on the crucible is unexpectedly slippery, deadly when you're trying to cross the aforementioned lake. This is especially a problem as dying at that point involves re-crossing large portions of that screen, which can grow frustrating and will further break the immersion.
All-in-all, what game mechanics that exist are sparse, but functional. The flow of the game, however, would benefit greatly if the same attention to detail that was given to the art and design was given to play mechanics.

None of this is unexpected if you've played any of the author's previous work. Historically, amon26's games have always been artwork-heavy and mechanics-light, and this one is no different.
For future projects, however, some more careful implementation of game mechanics would benefit the game's impressive art and environment greatly.

Either way, the game is a sharp left turn from the usual fare on Newgrounds, and it is a solid object lesson for alternate modes of thinking in game design for the designers on this site.


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Rated 4 / 5 stars


For a piece of art. Not so great for a game. Yes, as it's been said, the controls were frustrating. The ability to stop your jump with the down arrow would've been nice. Then you could have used the x button or space for defend/attack. I liked the atmosphere and the art blah blah blah. Symbolism, interpretation, religion, intended message, folly of man. All the words are there, whatever. Overall, great job, I enjoyed the ride. Also, is there more than one ending? I only played through once cus it's kind of slow moving. I felt like there was an aggressive and passive way to play it though. I killed the person(?) with that spike thing, but it looked like there was a separate path further down.

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Rated 4 / 5 stars

People are blind

Look on the walls morrons


Rated 5 / 5 stars


Did something no flash game has done since I was 13 - Truly creeped me out.

This has amazing potential - That too is something that very, very few games exhibit these days.

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