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Reviews for "MOON"

Nice music and a very intriguing story. The art is really good and I love the 'noise' effect you put in the sky and other areas to give it a creepy feel.

I do have a few suggestions though
- An actual title screen that allows you to 'jump' to days if you have to restart for some reason or are looking for clues. For example, you complete Day 1, you unlock the option to begin at the end of Day 1 - etc etc.
- A warning on the code screen to NOT press E.
- A way to exit the code screen and look at the lamps again. I was able to find about 5 numbers, but I have a feeling there are more available to be found.
- Actual interaction with other elements. The game is very slow. You either move left, or right, click, or hit space bar. Let us explore the Infirmary and other areas. Let us learn more about the company in the main story line. WHY is John alone on the moon? WHY does he have to wear his space suit all the time? This is more an interactive novel than a flash game. Maybe deepen the story a bit? Add more elements to it? A twist that John's wife hasn't been alive for years or something? Maybe this IS all in his mind? (I'm sure getting the MOON ending explains what is going on, but that falls back on getting the lamp numbers..)
- I've seen other story-games work well, but the catch with them was options. You had other options to make things happen. If you went Left, then right might not happen later. Different endings, branches, and a deeper exploration of the story/setting can really make a game that lacks the typical 'game qualities' a gem.

Over all it's a pretty good game! Look forward to seeing your next submission.

This game is one big "alright, what the heck?". I mean, seriously, the art and the eerie feeling won't cover a bad written story line. It has lots of potential, but it seem to me you kind of mistake a story with open ending and one which just simply having nothing to draw a conclusion, same with an art game and an emo game.

From the beginning to the end, players have to follow a specific path, which including John walking all the way outside again after sending the rescue message for no particular reason (why no "What is that sound coming from outside?" then "It can't be, I have to find out") . If you wanna do a movie-style game, give more explanations, and save us from that god awful slow walking, which takes about 70% of the game and the story only take 30%. At best, the whole story includes "creepy wannabe" moments, at worst, "ok, it happens, what's next" Then, finally, we have the ending, which is nothing but a simple cliche. I don't want to spoil the ending for anyone here, but really, you can definitely come up with something more creative.

Now come my favourite part, the controller. We use the right hand for the arrows,the left hand for the Space bar, then what on earth do you want me to use to control the mouse? Why not the left hand for "W,A,S,D" and Space, the right hand for mouse? Or even better, left hand for "W,A,S,D" and Space, with the Space bar doing the same thing as mouse? After all,the only moment you have to move the mouse is to pick up the green card, which is really unnecessary.

So yeah, having potential, but rather lazy attempt on making and testing the game. This is just some what better than your other game, "loneliness", but the story with nothing to offer really is trademark.

P.S: forgot to mention the secret room, which surprisingly , I don't give a damn to care what behind those random code puzzle. The game itself doesn't answer anything, and I doubt this would.

Not sure what that was. 15 minutes of wasted life.

bit creepy O:

I really didn't have much fun playing this. The only thing you can do is walk back and fourth. The story was ok but a game needs more then story to make it a good game.