Kickstarting: OMORI


It's rather unusual to see a Kickstarter campaign going well beyond the halfway mark in under 24 hours, because despite how credible the goal might be, it does really mean that there's a lot of people truthfully willing to try whatever product is advertised. And specifically, today I'm going to be focusing my attention on the weirdly proposed OMORI, which has just hit $19,000 worth of backers out of the $22,000 they're aiming for.

OMORI was initially a character drawn by its own inventor OMOCAT that existed between 2011 and 2012, however, after having gathered various artists, the concept was pushed forward, making it also become the protagonist of a full length commercial videogame that should be hopefully released by the start of 2015. It's going to be a surreal horror RPG that focuses on the exploration of two very distinct worlds.

From what I could understand, although OMORI appears to be living a miserable life in the bright and aseptic White Space, he wasn't born there. And while he will try to deal with the many troubles that affect his life, he will also go through a deep mental journey that will bring back memories of who he was before moving to the place of loneliness that now is essentially part of himself. But let's be honest, I wouldn't be here writing about this if it wasn't for something more specific, and in fact, I have to say that the majority of my excitement is the direct result of the brief, yet impressive Kickstarter video. The psychedelic visual effects are certainly what initially catched my eye, but then, after having seen a glimpse of the traditional turn-based battle system, I instantly thought of the pretty compelling Gingiva. Which ultimately, made me realize how bad do I want to play these sort of RPGs.

With various dungeons, lots of NPCs, and a soundtrack that I surely hope to be as good as the one that you can listen in the mentioned video, OMORI is definitely one of the few games that I look forward to play in the near future. If you wish, you can back the developers on the Kickstarter campaign!

Thanks For Playing, a platformer played backwards


Don't you ever dare to say that in today's gaming scene there's no room for innovation, fresh ideas come and go every day in everyone's mind, and sometimes, they even get pushed a little farther to become actual games. Thanks For Playing, on top of being what we would expect to see after the end of any videogame, is also a nice attempt at creating something that feel truthfully new while using solid concepts known to us. And evidently, the result was pretty appealing.

It's a short puzzle platformer game that I felt like it was anyway good to share here, mainly because of its rather unsettling ambience sound. Clearly, you'll soon realize that it hasn't a lot to do with what you're used to see here on Creepy Gaming, but for this particular case, I want you to bear with my choice while also trying to understand why couldn't I really hold back my enthusiasm. Everything in Thanks For Playing goes backwards, and given the big "The End" with which you're going to be greeted once the game will be fully loaded up, I'm pretty sure that your curiosity will take over your rational capability of reacting, lighting instantly up your desire of knowing what's essentially the deal of this game. Am I being far too excited once again? Probably.

The retroactivator has been successfully used by the mad scientist, which by the way results to be quite hilarious due to his dialogues written to sound in a german accent. But the story is still quite shady in the beginning - which is basically the end now that I think of it. Therefore, you'll have to perform backwards everything that was supposedly done by the main character including the deduction of score restoring little gems as well as spider-like enemies along your way. Doing something wrong will cause a paradox, and it will take you straight to the beginning of the screen. But due to the precise hints, it won't be hard to get the hang of the more likely paths that you'll have to tread.

Keeping track of all the new information is quite hard, and at some point I even thought that we were playing the as the bad guy of this story. Perhaps the real answer is hidden together with the last paradox that the first playthrough will leave behind. Why wasn't the initial score set to zero? Find it out by playing the game online on Kongregate

You must obey: Thank You Citizen For Your Service


Got a couple of spare minutes and can't think of anything worthwhile that can be done in this limited time span? Well now you have Thank You Citizen For Your Service! The game has been made by developer Elektron, and somehow, he was able to let a meaningful message slip in despite the minimal length. Leaving me ultimately questioning the point of long conferences when it seems so easy to propose concepts through a piece of interactive experience like this one.

Don't get me wrong though, I'm not trying to say that it's been done specifically to criticize any aspect of our lives, but it sure brought me into a thoughtful moment that was much needed to internalize what I did just see. The game is a sidescrolling shooter featured with a flickering minimalistic visual style, and as the developer stated, it's better to avoid it if you're prone to seizures. But even if you're not, I'd make sure to lower the volume a tiny bit, because the burst of static noise that will greet you in the beginning in conjunction with the mentioned graphics made me feel quite sick nonetheless. You can move back and forth with the arrow keys, and the Z is used to shoot; action that by the way will simply make all the black particles go crazy around your screen together with a much more disturbing noise played in the background.

Anyway, the entire plot of the game revolves around entities that will ask you to kill 3 prisoners in a row while being supervised by a series of guards. The way with how the orders are being displayed on the screen made me think of Orwell's Big Brother almost instantly, as every statement, while being disguised as a nice suggestion, looked fairly threatening regardless. Except a couple of destructible obstacles, the game doesn't come with anything that you'll have to overcome. Though what made me really think twice about the purpose of the people that are essentially controlling your mind, is going to be the ending event.

Don't worry, I'm not going to spoil it, but since I basically saw that coming, I won't be surprised if you'll manage to understand where is this game going way before playing it. Thank you Citizen For Your Service can be downloaded for free on GameJolt!

The Dream Job, Ep.1 takes you in a surreal journey


I have to be honest. I've been staring at this empty virtual sheet for a good hour without finding a way of starting this article. It's indeed one of those times, and it really hurts to be completely unable to explain why did I want to feature The Dream Job, Ep. 1 so bad. Springthoughts made an awesome job with this, but today, I feel like I'll have to understand why did I really like this game alongside my often messy writing process.

It's a supposedly episodic 2D adventure game, but aside the obvious genre in which it falls in, I couldn't find anything else that was so easy to label. The graphics are unpolished and simplistic, however, the huge variety of scenarios turned out to be so fascinating mainly thanks to the disturbing combinations of colors and the completely wrong proportions of the whole environment. In The Dream Job you get to navigate through a surreal world without a clear goal. There seem to be a main city from which you can access specific buildings as well as venturing in the nature. No one says that everything needs to make sense in a game, but in this case, all I could notice is the uneasiness with which from an intricate series of winding roads you can end up appearing over a roof, or perhaps in a way more suggestive landscape.

With the right button of your mouse you can select which action do you wish to perform, and although I've gathered quite a few items along my journey, I couldn't really manage to achieve anything. Perhaps The Dream Job is just too puzzling for a restricted mind like mine, but the atmosphere overall was already enough to avoid any thought of regret for the time I've spent wandering around this dimension that appears to be situated between life and death. Because if you couldn't already tell, the quite long intro that is going to be played in the beginning will give you a rough explanation of your situation, and if I could choose, I'd rather be anywhere but in the shoes of the main character.

This game is the perfect example of an experience that has to be played before even thinking about reading anything related to it. Which can only mean that it's time to get it for free

Black The Fall, a sidescrolling dark shooter


When someone of you will start arguing that this game looks like something that's being developed to be released on handheld devices, I won't be capable of denying it. But this isn't the case, and instead, Black The Fall developed  by a small group of graphic designers currently attending the Bucharest Art University, is a very interesting project that managed to combine many different mechanics that are quite unusual to be seen together.

As a matter of fact, it's a sidescrolling shooter that comes with heavy elements of stealth plus some puzzle solving that, at least in this first playable prototype, didn't feel way beyond my limited cleverness. As you've probably already understood, Black The Fall is completely in black and white, though unlike what you'd expect, it's actually possible to perceive a rather polished character modeling as well as an appealing environment drawn in both the background and the foreground. Like I mentioned, this is just a demo of a much more ambitious project, and you can currently play through the first 5 levels set in a dark graveyard.

There doesn't seem to be a story, but as far as I've gone, having a goal didn't really feel mandatory. Surviving is first and foremost the only thing that you should care about, which can be achieved by hiding in specific places as well as fought with the gun you're going to be finding soon enough. The enemies aren't that smart, but missing a shot will put yourself in a very uncomfortable situation considering that they run as fast as the character. In addition to the scary setting, and some scripted events that caught me completely unprepared, I also noticed a part of the in-game menu that has been already implemented without being functional. Specifically, it seems like an upgrading system is on its way to be developed. Adding skills and powerful weapons that are going to be purchasable with an unknown currency acquired along your way.

You can grab the demo completely for free on IndieDB. Also, note that everything you're going to see can be subject to changes, so when you'll actually play it, don't expect a bug-less experience.
Return top