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Closed In (NG-Version)

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"CLOSED IN" is an abstract platformer game in which you are falling down a shaft and find yourself in some kind of abbandoned underground bunker... Explore it... Try to survive!
Find keycards to upgrade your ability to open locked doors.
Oh and death is perma-death! So you have to restart when your health bar is empty!

This is a new special newgrounds version of the 2009 game. It was exclusivly on Kongregate, but I decided to finally break that up, so it can be also on NG.
The changes are:
-Monsters do less damage
-Removed the instant kill on the second ventilator
-Redesigned the "Mindf*ck Room"

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I don't know what the comments below are talking about. I had no problem with the game at all with the exception of two things

1.) It's very difficult to dodge past enemies without getting nicked because of their random movements.

2.) I had trouble telling what was a platform and what wasn't. Luckily the damage gained wasn't substantial at all.

I beat this game at around five minutes. I don't think this game is as bad as everyone makes it out to me.

There was a bug I noticed though with the ending cut scene. If you press any move button at all it will still make the sound as if you are moving.

Stuck at gate 5 irc and j f c is this game frustrating. Where are the instructions? The tiny screen is one thing I could put aside if I liked the controls and the fact that if you die you have to restart. All these factors make for a nigh unplayable game.

perma-death: stupid

animation of character: nonexistent and therefore horrible

any visual effect to indicate that monsters actuall damage you: not present

background and foreground being graphically distinct allowing for smooth play and platforming: nope

platforming being smooth and tight so you don't just kind of move through corners and fall: absolutely not. nope.

allowing for moving through doorways while still moving: nope. incredibly annoying

not forcing you to take damage to get across a gap: nope. it does force you to do that

distinct edges of rooms so you can tell if edge is a wall or just a continuation to next screen: nope. lacking that

text not flashing too briefly to read when walking by stroller: chec- nope. not check. it does. wow.

idiot ending: check.

well you got some. you missed some. unfortunately all the ones you got were flaws.. and all the ones you missed weren't.

have a nice day.. oh and p.s. never make a game again.

I gave up early. Its barely playable because of the similarities between the background and the platforms. Also you made it a seperate room type of platformer, but often, when I went in a new room, I fell because theree was a pit right in front of me. Also, darkness is what seperates the rooms. Or darkness is a pit. That was a dumb decision and I was wondering wether I should go or not everytime. The game had allot of elements that could have been good. But it didn't cut it for me :)

The game seems quite atmospheric but I found it almost unplayable, I'm afraid. The graphics were so indistinct I could barely tell what was a platform and what was a pit, what was a wall and what was an exit to another screen.