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This game was incredibly difficult to not only get running, but also capture footage from. Was it worth it? Let's find out. (A side note: it has a native resolution of 300x240.)



he profoundly saw a white living spot no bigger than a white-'



'...a white weasel, with wonderful celerity uprising, and magnifying as it rose, till it turned, and then there were plainly revealed-'



'...two long crooked rows of white, glistening teeth, floating up from the undiscoverable botto-'



What...?



I'm...bleeding......again...



I'm pretty sure that's not how Moby Dick goes.



Digital mind studio is only one person, which shouldn't surprise anybody.



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I think this translates to 'lost at sea' but I don't know any french. This isn't just to be arty or anything; the game was originally written in french and translated into what the author calls "bad english" in the readme.



For the last couple of days, I haven't been able to help myself from coughing and because of that, even my blood escapes from my body. It hurts as though I spit out my own bowels. I think I will die soon......and maybe I will rejoin my mother. Oh God, why is there so much pain. Why did you give me this body......this face... Since my mother's death, I have been living in this attic, imprisoned by my own Father, cruel man. Ah, I would like so much to see the sea, just once in my life, before I'll no longer be able to...

It has promise.



It looks like our main character possibly is supposed to have marfans syndrome, but his torso is too big and his legs are too small for that to be the case. Did I mention that there's absolutely no sound at all in this game? Let's check for possible exits, which there are two of.



How is a door locked from the outside? In any case, we can't get out that way.



Hey, what's this?

It's my box of secrets... but it's empty.

Uh... that sure has a lot of meaning. Let's check out the window.



Those iron bars prevent me from going out.



Uh-oh.

He's coming! Father is coming!

We've got a small amount of time before he gets here, so let's check out one more thing in the attic.



I can't see myself anymore in this mirror. Hopefully, otherwise, I would risk causing a row.

A row? what?




I'm calling your bluff, Lenin!



Noon?




As much as I'd like to quit (and how self-serving is that, calling your own game beautiful), this isn't the real ending.



Let's do this for real, this time. First things first: what's in this room that we haven't looked at? There's a mouse hole next to the door that stands out.

There is a rat inside. He already bit me once, and I was sick because of that. I nearly died! Ah! I wish I could squish him for that!

So is he a hemophiliac or what? We know he's sick with something or somethings, but we're not told exactly what. So I'm guessing the creator just combined a bunch of symptoms into the odd amalgam that is the main character.



Right click to cycle through the standard adventure game options.

No! I think it's not a good idea putting my hand inside. If the rat bit me again, I know I will die the instant after.



Why would there be a mannequin torso here?

Mom used to us this dressmaker's dummy in order to make clothes.

Ah yes, Mom. Here's my biggest problem with the game: we're expected to feel sympathy for the main character, yet we're given very little to actually care about. What I mean is that because there's barely any exposition into how this situation came about, with only extremely subtle hints pointing to happier times with 'Mom', and the main character has no personallity outside of his medical conditon, there's nothing for the player to care about. We may despise the situation he's in, but we don't care about him as a person. You'll see. Let's check out the box below the mannequin torso.

Mom used to put sewing stuff inside.

We've got to move the mannequin to get at what's inside the box.



There are only two places to put it: back on top of the box, or on the mattress.



Now let's check the box.

These are dressmaking things. I found a pair of scissors.

It's in our inventory.



It doesn't help that the icons are fucking disgusting.



Anyway, we can either look or use our inventory objects. We'll look at the scissors.

It's a pair of scissors. It seems to me that it doesn't cut very well...

We'll find out what this means in a bit. Now we'll check the book.

It's my favorite book : Moby Dick. I would like to much to see the sea....

That's the whole point of the game: get out of the house and get to the sea.



Our next objective is to pixel hunt for this incredibly small spot on the mirror.

There is a piece of mirror that isn't well fixed.

This puzzle is so stupid.



We've got to use the dull scissors on that one pixel on the mirror.



Now it's in our inventory, but what we do with it isn't intuitive at all, and we don't even have the other item it's used with yet. Let's check out some more things.

Like the mattress.

It has been a while without any more bedsheet but I sleep well in it anyway.

And the blanket on the mattress.

It's my blanket. I have had it for years.

We'll take that, thank you very much. Rule 1 of adventure games: take everything that isn't nailed down.



Those garlands make some sort of warm ambiance in this cold store-house.

Excellent poetry. There's also a wardrobe next to the wall.

It's an old wardrobe. There are some of mom's clothes inside.

We need what's in there.



Oh yeah, there is a bedsheet. I wanted to place it on my mattress... I'll take it.

We need to cut this up. Of course, that in itself is not obvious in the slightest, but in addition, we cannot use the scissors because they're too dull.



The solution is that we've got to use the glass shard to cut the bedsheet.




Now we have to combine all three of the pieces.

And now, I have a....rope...



I guess you could call it that.

I have built a rope with three pieces of a bedsheet. It's a well-known way to escape by a window.

That was one of the least intuitive ways to make a rope I've ever seen.

There's a lamp on top of the dresser.

Ah. This was my bedside lamp, back when I owned a bedroom. Now it's broken.



There is also something called a Bric-a-brac, but I don't know what that is. It doesn't serve any purpose in the game. Let's check out that cardboard box in the foreground.

There are some books inside. Besides, that's where I found 'Moby Dick'!



Well it is pretty terrifying.

This was my wooden-horse. Ah, I can't stand looking at it! It scares me with that smile and those frightful eyes! The only time I rode it, I fell down, and broke my arm...



At last! He's gone!

Dad will keep entering and leaving. Why doesn't he just bring the toolbox with him?



It's Father's toolbox. He has put it there, so that he gets some exercise when he climbs up to the attic And he can keep his eye on me every time he comes to search through his toolbox.

Let's take it!




I said take it!

Anyway! I will risk it, but I must put it back before he comes back.

If we don't he'll beat the main character up again and we lose the game.



We have to look at the box three times to see everything that's in it.

Ah, some nails. They are small, and may be useful,

Any of these typos and gramatical errors are the game's fault, not mine.

A Hammer. That will help me to drive those nails down somewhere.
I found a little Saw in the depths of this toolbox. I don't think that Father would notice its disappearance...



We have to use the saw on the iron bars.



It looks like he's floating. What we do next had me stumped for a while.



We have to 'use' the iron bars.

Hey! I have succeeded to push the iron bars! Certainly, because I already have sawed a piece off.

With the bars gone, we now use the 'rope' on the window.




And we do that by using the nails on the rope.

That it!!! It's fixed!



We no longer have need of the toolbox, but we have to put the hammer and nails back into it or else Lenin will notice, beat the main character up, and we lose the game. We're not allowed to put the broken saw back.



Finally, let's get out of here!

No, Father will notice that I will be gone. I have to make him think that I'm still in the store-house, and his toolbox must be at his place.

I'm sure this is 'let's have more stupid adventure game puzzles for the sake of puzzles' than the creator trying to get into the psychology of the main character.



Uh-oh. This could be bad.



Or not. I guess he doesn't care that his son is obviously trying to escape. We'll wait for him to leave.

Remember that blanket we picked up?



We have to use it on the Dressmaker's dummy.



If I hand around, he will understand what I'm trying to do. It's better to leave now.

Yep, if he comes back up, and we're still here, we'll lose the game.



So let's get out of here.

*Not featured: fade-out fade-in transition*







There's really not much to do outside the house. We can look at the sign.

It's written : 'Welcome to the family house Durateau.' Oh, that's right, Durateau is my family name. I had forgotten it.

I'm not sure if Durateau even means anything.



There is a strong smell, but after all those years smelling the same air ... I find those dust-bin's smell nearly pleasing.

Sure you do. There's something in the dustbin that we need.




We need this for a later puzzle. It's a really, really stupid puzzle.



I used to see Father getting the mail every morning.

There's nothing in there for us.



We can also look at the neighbor's house.

It's the neighbouring house. I wonder if they know what is happening in our house.

Next time: Even stupider puzzles and areas.