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A Second Face - The Eye of Geltz is watching Us
by Le Woltaire
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|Short game||Can be completed within 30 minutes|
|Medium length game||Takes at least 30 mins to finish|
|Full length game||As long as a Sierra / LucasArts classic|
|MAGS game||Monthly AGS competition entry|
|Non-adventure game||Using Adventure Game Studio for something else?!|
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About this gameNow playable in English, German, Italian, Polish and Spanish. In the infinity of space there is a planet with two faces turning around an old, white sun to which it always shows the same side. The other is enveloped in total darkness. On each face life has developed in a different way. The bright side is inhabited by people who call themselves Strefis, the illuminated ones, while the dark side is populated by the Ugeltz, the people of night. No Ugeltz has ever seen a Strefis however each civilisation remembers the other, in legends. Extended Trailer: http://www.youtube.com/watch?v=1mK_xlqIzfc
This game's threads
AGS Awards Wins
Won, Best Game Created with AGS 2008
Won, Best Original Story 2008
Won, Best Background Art 2008
AGS Awards Nominations
Nominated, Best Dialogue Writing 2008
Nominated, Best Player Character 2008
Nominated, Best Non Player Character 2008
Nominated, Best Gameplay 2008
Nominated, Best Puzzles 2008
Nominated, Best Character Art 2008
Nominated, Best Animation 2008
Nominated, Best Music 2008
Nominated, Best Sound Effects 2008
Nominated, Best Voice Work 2008
Nominated, Best Programming in an Adventure 2008
Nominated, Best Tutorial or Documentation 2008
AGS Panel Review
"Impressive in both scope and creativity, but suffers from some directionless gameplay and ill-defined play mechanics. Graphic design is atmospheric, though at times inconsistent. Strong storyline overcomes slightly confusing characterizations."
28 people commented on this game (newest first):
Second Face is a world of mistery. Misteries everywhere!
I'm sure what I will say now will not spoil the game because it will just describe some objects. Its more to give some examples, ideas and suggestions. I'm not giving clues. Anyway, beware.
Second face has some areas, like the bedrooms, with the windows showing part of a large building! Very immersive and I really appreciated it!
As a 'veteran', I noticed positive and memoring areas, like the afore mentioned feeling of 'living in a different world', and the anxiety to discover things like: see his father, cure his father, read more about the trees, the large creature and this world, go to the underGROUND to see the margin being pumped up, and tons of inimaginable actions that let me fixed in the game until its end.
A thing that will let us extremmelly happy and focused is the freedom to search and discover things that let our imagination more and more inner, like living in the game! The 'drama' increases!
Only to mention, I work and study everyday, but in a given time of the day (say, 18 to 20hrs) I shutted the door just to enjoy this game, in a total dark room and with some really light food :) And whenever I was (in the school, at work, jogging, in the camp), I was thinking about this game and how to go in some puzzles! These games really change our daily lives until its end.
For about the box of texts: its IMPRESSIVE! I've learned to use it quickly and I liked it because you have more freedom to ask, typing words that you remember, and you can get really puzzle-clues with right words. Its really nice to remember a given word (like a people name) and the person says 'oh...He?? I remember him destroying everything', or something like that. Its immersive because you will associate a given person with his abilities and how to find him/her.
Now the negative sides:
I didnt notice anything 'so wrong' or non enjoyable. On the contrary: I praise the author and his efforts! I've read about his imagination of a main map like the babilonian civilization, and that was stunning!
- We, gamers, became more and more enticed by a long adventure game (really long). At least for me and the contacts I have. Its a subject of days and weeks of chatting. We do know its good for the brain and for the life in general: games that lasts long (with much more puzzles, chatting and ambiances). So I've found this game 'a medium to short lenght game', and I became a bit frustrated, because I've thought I would do many more things, like going underground to see margin being pumped up, get more itens that was mentioned in the game (e.g. the character can touch them and say it can rip it up but we never get them), get people out of some places like Kargon (letting us explore more the room), use boats, open some doors, go upstairs in some rooms, as well as more interesting things in the tower to gather any artifact and information, as well as take more itens from the council, and even read some books about the people in the library (as some in the undertown, for example, can mention), so the protagonist can ask the librarian, even it the book contents will not unlock a given area of the game (for culture and immersion only).
Other negative side was already mentioned: when we want to go to some places in the main map, we must pass the corridor. It should be , at least, skipped, pressing, say, an ESC key. Or he could just pass the corridor area quickly, without lefting the map area, just to transport us to the new area we want.
Another one regards to the ability to 'repeat' a given chatting session. I've pressed ESC by mistake, so something important that was said before cannot be repeated, because when I went there again, the people was not there anymore, of they refuse to let me in. It should have a 'list of quest items', with those long conversations typed like a 'hyperlink phrase', so you can retrieve the scenes.
Another thing is in regard to some juices. Its not clear we need to make more juices of the same type (buying the ingredients again and again). It could have, at least, some indication, like a person of the undertown or in the market, that tells you something you can think: 'hmmmm I can make another juice!!'. And then try the new juice in areas you have a 'gotcha'.
Nevertheless, I'm so happy I knew this game exists, and I´m also eager for the sequel, not forgetting to help the game anyway I can (ideas, donations, and , mainly: sharing it with my friends!)
Regards, and thank you!!
While I had to give up after a couple of hours,, too drab environments and monotonous atmosphere and gameplay, (kinda hated the text boxes too,,sorry bout that), I felt the puzzles weren't really effectively moving the storyline forward, they kinda fell into the pit as so many other ags games,, as fillers.
A lot fetch puzzles,, a-b-c linear boring "use knife on break, make sandwich, kind of things, not really a dynamic part of the amazing storyline, I would have loved to follow the story if the puzzles and gameplay were more varied and creative and less linear and trivial,
on the positive side, I loved the style, didn't mind the simplistic graphics,, cool characters and grim, bleak setting (it just got too monotonous at times,, almost claustrophobic and paranoid, a good indicator of the game world and characters,, but no so good when you had to do a lot of walking and running through the same places over and overa gain, (it got a little depressing to be honest, at least for me),
so the worst thin imo, the gameply,
best thing, the story,, and.,. like woooow, *lol (the reason why Im writing this), it's like nothing Ive seen before in an adv game,, that's for sure and I really wanted to know more about those deeper sides of the plot and story! plus the otehr cool elements,, the cult, the sex religion, the second face, alien techology, dual civilizations,, wow,, super fascinating concepts,
impressive effort, I hope the sequel will have better puzzles and gameplay that are more dynamic and integral to the plot and pace of storyline,
thank you for the feedback.
The most important information for me is the point when you stopped to play the game. Since I constructed the game as a continous climax the most interesting parts should come towards the end. If you could tell me exactly where you stopped, it would help me a lot for the sequel.
I am trying to improve the voice overs as much as I can. A new micro and new voice actors are already there. So probably it will make a step in quality.
Although it's nice that some voices are provided for dialogue, they were too monotonous and dull and didn't really lend anything in terms of immersion or enjoyment, similar to listening to robots droning in slow-mo.
Puzzles are fairly logical. In terms of the atmosphere of the game, the gaming environment contributed to its dull, dreariness - grim atmosphere? Background music - very simplistic, serves it's purpose.
A good effort by the author - some suggestions to be made:
I felt the script & dialogue, plus voiceovers, could have been more engrossing. Characterisation is lacking. Environments could be less drab - more of a variety in terms of environmental design.
Unfortunately I gave up on it within 2 hours, there just wasn't enough in terms of motivation to make me want to continue playing.
6 out of 10.
If you like the easy games, with no challenges in it or if you prefer a "sunshine happy games" then this is not your game.
Enough jokes, i want to finish my comment qucikly because i'm heading to fertility festival. Ýmpatiently waiting for second chapter.
I had a lot of trouble figuring what I was supposed to do next, I would do a puzzle and then the game just expects you know where to go from there even though it gives no indication of what should be done next. Some puzzles were a bit illogical and would sometimes require you to look at an item to know what to do, which leaves completely lost if you don't look at every single item. I never figured out how the final puzzle worked, my strategy was guess and check and after tons of guessing and having to keep going up and down the stairs over and over, I gave up on it and looked up the answer.
There was way too much backtracking. A lot of the items would be in places you've already been(the item wasn't there at the first visit), even though there is no reason given to go back to those places. Too often you would have to do the same action more than once.
Moving across the map was very slow, especially when you had to leave the map then enter the map again to go to certain areas. I thought most of the speech was too slow and would usually read it myself then click before the speech was done.
With all that said there is a great story and world here. I can see the game creators vision, and I very much like it. The gameplay just needs improvement and with that I would expect a very good sequel.
I haven't finished playing the game yet, but my first impression about the visualisation is very positiv.
The whole grafic and character -desing is very special and the story is interesting and has a dramatic touch.
This is what I like the most about this game.
Also the atmosphere is very impressive, the puzzles tricky.
Well done to the author!
I must admit that some parts were difficult and I refered to the walkthrough a few times because I was stuck.
I liked the graphics, the storyline and even the voices. Why should Ugeltz have an american accent ? The German accent adds to the atmosphere.
I first hated the text box for conversations but I finally got used to it.
I wished I could use the map to move faster from one place to another. E.g. move from the palace to the undertown with one single click.
Keep up the good work !
Amesing grafic,storry..every think just fantastic !!!Bravo for autor Le Woltaire!!!
I will use your information to improve the sequel. Actually I always tried to improve my games from step to step... Although the sequel will remain in a 480x640 resolution and have a quite similar background and portrait style, I will spend more time on character animations and background details. I noticed that some people liked the backgrounds of the Undertown more than others, maybe because they were a bit more datailed. (Actually they were the last ones that had been made)
My dialogues system will remain like this, but will be built up step by step until the trilogy is done. Afterwards I will pass over everything and maybe cut all three parts together to a developers cut, where puzzles, backgrounds, art and music will get smoothed out. At least this is the plan for the next three years... It's getting more and more a full time job to do all this...
For now I just recieved positive comments on my game, and it is interesting to read a negative for me. I was really surprised about the positive feedback for now, since it is the first time for me, because all my other games actually flopped pretty fast. But the most interesting issue about it is, that if people like something, they tent not to write a lot about it. When I recieve short emails like: "I loved every part of your game, thank you!" or when I get a PayPal donation without any comment from Russia I sometimes remain there and ask myself: "Yes, but why do you say or do this?"
But if people don't like something they tend to write pages and pages, so that I sometimes ask myself: "Jesus, where do they take all the time to write about something they didn't like?" This is an interesting experience from a psychological viewpoint. After all, negative energy can be more useful that positive energy if it is taken in a positive way to improve the result. Every comment gives me something to think about.
Take Care, Woltaire!
Enjoyment of this game will be largely governed by how interested you are in marginally realistic fantasy worlds full of made-up words (Ugk, Gork, goozon, ugeltz and Grogoz are only a small sample) and complex backstory. The main plot, concerning mystical energy, hallucinatory visions and an ancient sexual religion, is mysterious to the point of vagueness (this is only the first chapter, very much "to be continued"), but nevertheless fairly compelling.
The gameplay is more uneven, consisting mainly of the fetch quests, interrogations, kleptomania and unlikely object combinations found in hundreds of adventures. As puzzles, these are often somewhat arbitrary, with little direction to let the player know what direction to proceed. At the same time, the premise of many seem inconsistent with the setting (since you play as a prince of the realm, on an important government mission, it seems strange that you'd have a problem getting cash for petty expenses, for example), and the preposterous nature of some of them undermine the seriousness of the story. The game also ends with a quite hard standalone maze/switch puzzle, which could drive some players up the wall in frustration.
On the production side, ambition is also held back a bit by limited technical and artistic accomplishments. The graphics are certainly unique, and there are some very nice dramatic cutaway angles and facial animation. However, characters are crudely drawn with limited grasp of anatomy, even given the stylized portrayal. Character movement is unnatural, slow to start and glitchy, with poor pathfinding. Backgrounds (apparently primarily modeled in 3D) are generally better, though sparse, and numerous little touches like parallax scrolling show that a lot of effort has been put into them.
I did not experience any bugs, although there were some odd gaps in the game's unique (and satisfying) conversation system.
The writing can be ponderous, but generally manages to avoid the worst excesses of pretentiousness. At the time of writing, there are still quite a few errors in the English translation, although the creator has been fixing these progressively in each new release.
The game has voice acting at key moments. On the whole this is a plus, adding some additional drama. However, also this part of the game is let down a bit by the execution. The creator voices most of the male characters himself, and while he manages to provide different voices, it's only at the cost of distorting it to (in some cases) a ridiculous extent. Some of the other actors simply aren't any good. And none of them seem to have English as their first language, leading to heavy accents and some distracting mispronunciations (the word "realm", for example, is consistently spoken as "ree-ulm").
Despite the reservations, this game is quite an impressive accomplishment. Players should be able to clearly perceive the creator's vision, even if ambition has overreached technical skill so that the result is not "professional" or fully artistically successful. If you let yourself be immersed in the world of Rabokk, under the Eye of Geltz, you will most likely enjoy your time there and look forward to your return in the next game.
The storyline just drew me in. I love it!
And the puzzles really had me thinking. At some points I thought I would be stuck, but just managed to find my way through it all.
Full praise for all the effort that went into this brilliant game!
For me it was a surprisingly amazing experience.
I loved it very much playing it and had a lot of fun with it. I surely will try out your other games and looking out for the next part.
Well done!!! ;-)
Play it now.
With Class-A storytelling, brilliant artwork and all the little touches you rarely see in a freeware title, this game deserves to be played.
The intro cut-scene is an instant classic and the voice overs... interesting. A must play, it will keep you hooked for hours.