GGJ Archives 2009-2012


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Game Information
Short Introduction: 
Two players play as different aspects of the same patient; one physical one mental. Using different abilities and aiding each other, the players must escape an asylum filled with the terrifying projections of the patient's broken psyche.
Brief Play Description: 

One player, the action player, solves platforming problems through timing and accurate movements. Meanwhile the puzzle player solves simple riddles while altering the surroundings of player one. The camera is locked to the action player, so the puzzle player has to deal with not controlling the camera, but can either make things easy or very hard for the action player. Each relies on each other to progress, while inherently making things more difficult for the other.

Diversifiers and Credits
GGJ 2012 Diversifiers : 
Asymmetry: (Every player is different) The game requires more than one player, but each player has entirely different goals and rules.
Collaborative Casual/Hardcore: (Two players: one casual, one hardcore) Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).
Team Image: 
Joshua Broussard - Producer, Manager, 3d Artist; Michael Scott Prinke - Lead Gameplay Engineer; Steven Burrichter - Gameplay Engineer; Christopher Moody - Lead Narrative, Interface; Sarah Wilson - Level & Systems Designer; T Alex "Tap" Pribbnou - Level & Systems Designer, Modeler; Maxwell Benjamin - Level Designer, Modeler; Rachel Marshall - Character Modeler & Animator; Zack Ward - 2D & Concept Artist; Eric J Stover - Concept & Texture Artist;
Game Files: 
Your rating: None Average: 5 (7 votes)


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Gameplay Video

For those Game Jam game viewers with little time on your hands, we'll also be uploading a full game play video tonight or tomorrow! Should be just a couple minutes long, much easier than installing and launching our game to take a look at it.

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