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Lost In The Nightmare v1.1
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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?!|
|Joke game||You know when it fits this category ;)|
|Demo||Unfinished games / commercial games|
|Training game||Games made just to try out AGS|
|Newly added games||Not yet categorised|
About this gameAre you ready for this? Then step into the dark world of Lost In The Nightmare and face your darkest dreams.. An 'interactive horror adventure' by Ahmet Kelesh, with pre-rendered 3D graphics and cutscenes with cinematical camera pitches. Pre-rendered 3D backgrounds taken from the Half-Life engine are used in Lost In The Nightmare. I'm preparing the HL maps with Valve Hammer Editor by myself and using modified versions of the textures and models of the mods like They Hunger, Medieval World. Story: The main character is Burak Guney, a private dedective who used to work for the police. You are hired to find three university students who got lost in a forest near the Karabalta Town while camping. They have been lost for 3 months and the police couldn't find any clue what happened to them. You'll stay in Karatas Hotel during your investigate. But soon you will learn that something is wrong with this cursed town....
AGS Awards Nominations
Nominated, Best Use of Sound 2005
11 people commented on this game (newest first):
I wouldn't call this a "game", there are no real puzzles and the story goes completely linear.
That said, the story really catches you and makes you want to know more, and the music helps a lot in creating the atmosphere, maybe an Interactive Story format was more appropriate for what the author had in mind.
I had the feeling of being testing an concept more than playing a finished game. I would really love to see a remake of Lost in the Nightmare with a clearer concept, as Interactive Story or as Adventure game, but this middle point doesn't make justice to all the effort that has been put on it.
In conclusion: a good story and atmosphere in the wrong body.
And about the "2 eyes poked but still able to see": I was all aware of this illogicallity, it actually had a hidden symbollic meaning that I don't want to reveal. And also this didn't happen in reality, just in nightmare; this is anothyer excuse for the illogical event :P
Thanks again for your comments!
To be honest, it wasn't an entirely positive experience. I'd like to make some comments, because I really expected more from a game this size. And because I think it could be improved.
First, I agree on the translation problem. The game will continue to suffer until that's fixed. It's hard to understand the dialogue otherwise.
But I disagree with the other stuff. I can't see any branching story. It all seems quite linear: there don't seem to be any subquests or alternative approaches to doing things. It's just clicking around until you find the action that proceeds the story another step.
It would be great if you could find a key or something behind a couch and open one of the other rooms and gain an insight into the other inhabitants of the town, so it wouldn't seem so much like a stage set.
But almost none of the objects depicted in the game world are actually interactive. There are crates, doors, fixtures, furniture yet most aren't clickable or give you no feedback. It's like there's no depth to the game world. This could easily be fixed with more hotspots and a few simple messages.
The same goes for locales. There's a town but you can't explore it. All you can do is walk straight up to the building where you need to find the NPC with whom to speak next. How did you know it was THAT building? There was no need to hunt around, your course is laid out (hence the linear comment).
There could have been a couple of other angles so you could at least get the feeling it was a town. To keep the player from wandering there could have been locked gates/construction barriers/fences/etc, rather than empty space which you just 'can't go into' because there's no link.
The 3D graphics make for an interesting style but they could do with a little more detail. Some of the buildings are just cubes with windows painted on.
But worst of all is the eye-gouging scene. I could forgive everything else but the absurdity of this scene turned me off the game.
I could not believe you can have your eyes removed and still see, albeit fuzzily. Was the demon inept at his torture? Did he only partially poke them out? Or do you have some miraculous sixth-sense? Whatever. I lost all suspension of disbelief after that point and soon stopped playing. One eye gouged out I could understand (ala Thief: The Dark Project) but BOTH?!?
It's a horrible and frightening plot mechanic when used on ANOTHER character, or if you somehow escaped before BOTH eyes were poked - but to have blood streaming from your eye-sockets and suffer only a case of slight myopia is absurd. I see less when I take off my glasses. Maybe I should get that demon to fix my vision?
All in all, it's a game with some potential, but I think it needs a little improvement before it deserves an adjective like 'amazing' or 'awesome', especially considering it's large size.
I'm considering giving the sequel demo a try but..
that's my 2c
Anyway; today I have bougth a large host space. I will upload a revised version as soon as possible; so the new players won't have to install patch or something..
Unfortunately, the English grammar skills of the author are notoriously lacking. It would be great to get some help from native speakers in the future, as your writting skills are obviously very good.