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INTO THE ABYSS - an exploration-focused retro-styled dark platformer game in METROIDVANIA genre. The game is expected to follow the Metroidvania-style gameplay of the post-Metroid and Castlevania game series. The objective of the player is to guide main protagonist and player character Rose through a mistery dungeon to find answers for the nature of her nightmares.

Left and Right arrow keys - left and right movement
Key UP - interraction key (quick interraction with chests, triggers, save statues)
Key Z - Jump
Key X - Shoot (available after you find a weapon)
Key M - use to open or close map (available after you find a map)
Key R - Restart (quick restart button from last save point while death)
Key SPACE - fast-forward text dialogs

The game might work unstable on IE browsers. Recommended to use Google Chrome browser.

You may purchase mobile ANDROID version in order to support developer. https://play.google.com/store/apps/details?id=com.gamesbynoe.intotheabyss

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My biggest complaint: The bosses were kind of anemic. Need to be harder after all the trouble getting to them.

My biggest gripe about this game is the lack of health drops. While I get that while each heart is precious, there are some sections that get AWFUL softlock-y if you aren't PERFECT in your platforming, ESPECIALLY while backtracking. (I kept getting map drops, Dying, going a different way, then circumventing the area the map was showing, leading to the frustrating malady where-in I had probably explored everywhere, but had no map progress to show for it, so I couldn't be sure.) Also, After the first boss, I encountered a glitch where I ended up in the last area, and this glitch persisted over several lives before it corrected itself.

gamesbynoe responds:

In fact, main character has up to 4 lives. Just need to find them. And the map itself will tell you in which direction you should explore the dungeon. Thank you.

I quite enjoyed this little game. While short and simple, it managed to be satisfying, and definitely adds depth and complexity to the foundation the author has established with his previous games. The music is excellent and works with the visuals to create an appropriate atmosphere, and the game manages to build some interesting suspense over the course of its progression.

The exploration aspect is relatively simple and straightforward. The game is generally quite linear and points you in the direction you need to go; while there is some backtracking, it's generally minimal and there's rarely a point where you don't know where you need to be or what you need to do. The map segments, in particular, paint a clear path for you to follow. (While I managed to explore a large section of the game off the map and even defeat the first boss before ever finding the map for that area, this is solely because I deviated from the intended path as soon as the opportunity presented itself.)

There are a few things I was disappointed about. For one thing, while it makes sense that a lot of content (such as traps) was recycled from the first INTO THE ABYSS, it makes less sense that most of the enemies were recycled from ACCESS CODE: HEAVEN. The settings of these games are completely different, and the presence of some of these enemies (such as the spores) makes little to no sense in this game. That the sound effects are also recycled is not so much of a gripe, but together all of this gives the feeling that this game has relatively little original content.

The story was unclear, and essentially the entirety of what we know comes in a single reveal immediately before the final boss. This dialogue segment was confusing and difficult to follow, with no indication of which character was speaking when, and did not lay anything out in a logical or orderly fashion. I for one am still not sure what our character was trying to accomplish or whether the ending was really her doing.

And as for the ending itself, it was unexpected; everything indicated there would be another part of the game after defeating what turned out to be the final boss, and I for one would have liked to go through the final door myself. Additionally, if I understood the story correctly (which it's entirely possible I did not), it would have made a lot of sense to have a second ending. I had misgivings entering the final boss' room already, and it felt too easy; an alternate ending where we refuse to follow through would have made complete sense, and I spent a good bit of time looking for one. (I admit I didn't find all the secret chests, simply due to tedium and because another review indicated there was no explanation for their presence.)

None of these flaws make the game -bad-. I still enjoyed it, and see it mostly as an improvement on ACCESS CODE: HEAVEN, which was not a bad game either. I look forward to seeing how the author can further develop this concept.

gamesbynoe responds:

ACCESS CODE: HEAVEN and INTO THE ABYSS are connected to each other. And Yes there will be another story that will brings them together. Thank you for great review.

It's a little too linear to be really considered exploration focused. This MAY just be due to the game being a short one though, but by the time the things that gate exploration are circumventable, you've already explored basically everywhere.

Also- using map drops as basically "Go here now" is.... well it's OKAY I guess.

character movement is slow, clunky, a bit glitchy *catching walls/edges in jumps alot*.

plot goes from "huh, I'm here for ... reasons?" to "I MURDERED YOU FOR AN ELDER GOD" reeeeeall quick. One way to fix that would have been to use something else I had a problem with- the rooms that are just long or involve waiting *the moving platforms*. If you had background design that told story using either literal words or well placed imagery, you could have a deeper plot than Random Cthulhu, and make those rooms have a purpose other than to just be obstacles that take a while.

If you were just trying to make a mild platformer with some upgrades? job accomplished, could use some polish. But story driven exploration thing? you need to include more actual plot *never go Random Cthulhu, and avoid amnesia. Character motivations shouldn't just be randomly established* and rooms CAN'T just be obstacles. Should every non save room be at least a minor obstacle, naturally, yes, but in a short game like this EVERY room needs to serve a purpose beyond "is in the way of goal". "Tutorial room" for upgrades/explaining enemies are naturals, and you somewhat have those. As mentioned earlier though, you can have design elements back up the plot as well.

if only I had the time to finish this

Credits & Info

3.55 / 5.00

Dec 3, 2018
7:22 AM EST
Adventure - Other