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The Everloom

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Hey guys! This game took forever to release. I actually finished it a few months ago. Blegh! Anyway, I hope you all have fun. :) I'm selling the music, along with the tracks from the William and Sly games and a few others on Bandcamp, so give the link in the game a click! You can listen to everything for free on BC too if you like.

If you have some problems with lag, try disabling hardware acceleration. NG uses windowed mode, I think, which will force hardware acc on higher end computers, but the game uses blitting, which is all done on the CPU, so the hardware will slow it down by adding an extra layer. Lol, this means the game is probably running better on old laptops (can't win with Flash...)

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The game is a linear sequence of walking around the island in search for the one thing you can interact with, with one trial-and-error puzzle intermingled somewhere in the middle.
The art is nice though

Kajenx responds:

Lol, basically.

Wonder if this game doesn't work anymore... all I see is black screen... music is great.

Ah, such a beautiful game. Glad I came back to play it again, I had forgotten most of the story. I really hope something comes of those hints at a sequel, eventually!

(Spoiler) Only gripe is that you never actually get to pose an answer to the Sphinx's riddle. A very, very minor gripe, though.

Dude that was an awesome AWESOME game great story and I loved the music!

I didn't play much, but from what I did: the premise, artwork/animation, music are 5/5 definitely, but the script is a bit too goofy for the story. Some of the characters are like-... Fatts sounds like Fiddlesworth Dun Fiddlin from Grabbed By The Ghoulies, he doesn't sound like someone whom you'd meet in an exhilarating, exciting, unknown forest you're about to explore in a fantastic dream. The Sphinx too, it sounds too childish. The Weaver, for being something so "ethereal", it puts too much effort into explaining itself and semantics, as if it didn't really think everything through before speaking, but you'd expect it to have done that since it's so "above you". I think the next game in this series should be more focused on the abstract, like wonder, confusion, fear and such(example: make going left leading you into a maze, and when you try to go back the way you came, the way changed suddenly, you go right-ward but the transition places you somewhere else) instead of something concrete like that many characters interacting with you. Making the characters silly isn't good in this context IMO. The conversations feel like they're a bit inspired by Pokemon, like the creatures start talking to you in the middle of a topic as if you were to know of it already. I would've appreciated a little more "normal" conversations.

Kajenx responds:

Well you're no fun. :P

Credits & Info

4.57 / 5.00

Jan 6, 2014
3:53 PM EST
  • Frontpaged January 6, 2014
  • Daily Feature January 7, 2014
  • Weekly 3rd Place January 8, 2014