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D2D: Deep into Darkness

rated 2.60 / 5 stars
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Action - Platformer - Other

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Credits & Info

Jan 4, 2014 | 3:54 AM EST

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You are alive 5 Points Finish the game and watch the credits
Killer Curiosity 10 Points Read a lot of death quotes.
Way Out 25 Points Find the hidden exit and escape the nightmare.
Necessary Silence Secret Medal: Unlock this medal to view its details!
Open Ears Secret Medal: Unlock this medal to view its details!
Who's afraid of the dark? Secret Medal: Unlock this medal to view its details!

Author Comments

UPDATE: Medals added! Can you get them all?

"Guide a tormented figure deep into a world of pain. Then, try to cheat your way out… if you can."


Before you start, please make sure you can hear the audio.

Headphones are recommended (don’t worry, nothing will scream or jump at you).

Press SPACE to Jump (hold to go higher).
Press Arrow Keys to Move.
Press Shift to Adjust Options.

Tip: “you have to cheat to finish the game”.


D2D: Deep into Darkness is my first game. It was developed in 72 hours as an entry to a local Gamejam in Fortaleza, Brazil. The theme was: "You have to cheat to win the game".


ANDREY COUTINHO ( Original Concept, Game Design, Level Design, Programming, GUI Design, Writing and Directing.

TITO MARQUES ( Original Concept, Character Design and Graphical Art in general.

SFX retrieved from:

Music used:

Moonlight Sonata - 1st Movement - by Ludwig Van Beethoven

"The House of Leaves" and "Right Behind You" - by Kevin MacLeod (

P.S.: The game is actually double the resolution of the embed window. Image quality will be at its best if you zoom in the browser window until 200%. Stick to 100% if 200% doesn't fit your screen.



Rated 1 / 5 stars

Sorry but I could only give you one star for this, even if it was created in 72 hours..
- The game was to big to fit my screen. In the falling levels I couldn't see my charackter and where I was falling at the same time.
- I didn't got why it says "you have to cheat". The thing with the brightness was okay, but the fsx cheat wasn't understandable at all..
- The controls are pretty poor. The charackter is running so slowly and it doesn't feel good when you play
- The audio wasn't really good

People find this review helpful!
andreycout responds:

Thank you for your input, Superwayne.

About the first issue, the game does have higher resolution than usual, and this impacts the way it is shown on the website. I'd suggesting reducing the zoom of your browser to see the entire game if it goes out of your screen boundary. I might remake the game in lower resolution, but it would take a bit of effort because of the way it was designed, and I don't know if there's enough demand for it.

- It's entirely possible to finish the game without using any of the cheats, especially the sfx one, but they sure help a lot if you're stuck.

- The character is not supposed to be fast, but he's not that slow either. Maybe you had framerate issues? This game is rather processor intensive (again because of the high resolution).

- About the audio... not much to say.


Rated 5 / 5 stars

Very educational...

People find this review helpful!


Rated 4 / 5 stars

Very good. The atmosphere in the game was very good with the grotesque visuals and the creepy music.
My only complaint would be that the game needs a form of checkpoint system. While it is refreshing to have a game that does not spoon-feed you through the game some of the challenges you are expected to overcome are difficult and having a large number of them one after the other without any means of avoiding them in the future is very frustrating.

People find this review helpful!
andreycout responds:

Thanks for the feedback, DruffyB.

Each level saves the game when you start (you can use "Continue" to play from the last level even if you closed the game), and they're all very small. I'd argue the only real "long" one is the "dark room", and it's pratically the last level. Some sections might seem a bit frustrating at first, but once you learn how to avoid the hazards, it gets much easier.

Also, dying a few times is expected and part of the design and even the storytelling. :)