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rated 3.63 / 5 stars
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Adventure - Point 'n Click

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Credits & Info

Jan 29, 2013 | 7:56 AM EST

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Author Comments


Traumata is an old school point and click adventure games where you help Adam to navigate an old abandoned apartment and reveal the mystery that hidden there. Nothing can prepare him for the secret and trauma that lies on the 13th floor of the building...

Collect various items, solve puzzle to advance to the next floor, and always stay on your toes to run from a ghastly trauma incarnate that will end the game when he caught you!

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(Optional) Keyboard - A, S, E to switch command. Space to continue text dialogue.

Click on USE/TAKE/LOOK button and then click on an item to interact with them.

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Rated 2.5 / 5 stars

I'm giving it 2.5 stars just because the graphic and audio are nice. As per the rest... the story is a cliché and even the "switching from past to present" feature has been used dozens of times. Puzzles made no sense most of the time, although this didn't matter because the characters did all by himself. He must be really dumb or a true genius to immediately grasp the connection between red-marked Sundays on a calendar and the word "sun" for example. It could have been at least a hundred other things, or it could have been no clue at all.
Most rooms are empty and interaction with items brings the same couple of standard responses, which makes exploring annoying. You can only do what it's strictly necessary to progress, and this makes playing boring and brings you out of the atmosphere.
The 13 floors seems like a bad excuse to prolong the game as most of the puzzles which are so straightforward it's almost annoying to have to do what it takes to solve them. You immediately know what you're supposed to do and so doing it is unrewarding.
Even the "chase" part becomes a routine as soon as you understand how to avoid the dark figure and he's so slow he never touched me, btw.

I think as an adventure game it needs serious rethinking in terms of interactiveness and puzzle design.


Rated 4.5 / 5 stars

WARNING - This review contains SPOILERS!

Usually I don't write reviews, but I'll make an exception for this one. I'll start with what I thought that was bad.

The begin of the story doesn't convice much. You need to take some pictures of some random building. Since you can't enter, you drug an old lady and break in. And that building just happens to be the origin of your trauma. I didn't bought that for a second.

Another thing that annoyed me is that you can interact with lots of objects, but only a small fraction are useful. I think there should be less interactable objects or at least they should give some background story, because reading the same message "Nothing to be found" over and over again is annoying.

Now the good parts, and I hope they fit here.

The puzzle difficulty is nice for a casual game, you wont get stuck. The game mechanics are just awesome, with special note on the "past kid" mechanic. There is nothing new on that concept, several games used it and even some movies (ex: Zelda OOT and Butterfly Effect), but the way you used it fit the game like a glove. That was a masterpiece.

This game also have another great quality - it makes you keep playing. I don't know the right word in english, but I tried to stop playing and failed, because I wanted to do just one more puzzle, just one more floor. That is a great quality and countless games miss that.

The shadow killer reminded me of the great classic Clock Tower (and another side note here, if anyone don't know that game, go look it up. Long story short, that game pretty much gave birth to the survival horror genre as we know today. Silent Hill is full of references to Clock Tower). The game in general felt like a "light casual" Amnesia, maybe an Amnesia: The Light Descent.

I can see a game like this as a commercial indie game, like Home or Gemini Rue, you just need to work the story a little better. I didn't bought the begin, like I told, and the ending was too shallow. The progression was nice.

What I would change to make more realistic: Adam know what that building is. He know what happened there, but not the details. Maybe the player don't know at first, but Adam does. He always have nightmares, but lately they are getting worst. Somehow he know that the only way for them to stop is going back to where it all started, and face his trauma.

He finds a job that allows access to the buiding (reporter, photographer, engineer, maybe a fake one). From there, the game goes like it is, but some of the objects and note give more backstory.

At the end, he remebers it all. He remembers what happened and remembers the FACE of the criminal. Here you can add a plot twist, like the criminal being the person that hired Adam and then he appears to finish what he couldn't years ago. Or the killer could be a crazy maintenace guy that helps you get in the building at the start of the game.

Good luck!

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tempalabs responds:

Wow, thanks a lot for detailed feedback and idea! It really bring a lot to think about for us :D
Btw, I agree. People should play Clock Tower more. It's one of a kind horror experience, and this game actually inspired by them somewhat to lesser degree :)


Rated 5 / 5 stars

I'm lovin' the main song .. it.. it's amazing.. cool

the game is cool..

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Rated 4.5 / 5 stars

It started to give me a reaally creepy feel after some playtime. Nicely done. I don't even mind the graphics. The only 'bad' thing about this game is really how frequently you encounter that trauma thing. while it was reeeeeeaally scary in the beginning it began to become more 'normal' after maaaaany more encounters. AND thaaaaanks for the saving everywhere option xD

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Rated 3.5 / 5 stars

Really cool, but needs some ironing out... I found it incredibly irritating to click on doors/items which were parallel to the line of sight, and found little to no reason for them to have such small hitboxes (I dont see why you cant just make the hitboxes the same size as perpendicular doors, and clicking 20 times to get into that door when the trauma is chasing me is a really huge tax...) at least add a little highlighted tab or something so it is not so difficult to see/ access these things, as it doesn't make sense to restrict the game by the point of view if it is not some sort of major gameplay element a la Fez. (especially since u can still see the things and the character would be looking directly at them, I dont think it really makes much sense in this scenario)

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