Lost in Vivo

released on Nov 05, 2018
by KIRA

A horror game about claustrophobia. During a storm your service dog is forced down a broken sewer drain. You find the nearest sewer entrance and run in after it. Along the way you will meet others that are also stricken by abnormal or psychological fear.


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beat during online math classes

I have issues with this game but ultimately its a cute short indie horror game that felt very inspired by silent hill and other retro horror. The premise is very unserious, and so I had a hard time engaging with the story. I also think there's flaws with the combat, as well as with the healing/ health system. This was the most noticeable in the last last area, as I couldn't tell how many hits I could take before getting a game over, and its so hard to not get hit in this game bc of how jank enemies and combat is. I couldn't tell if my health was regenerating either lol. Really not an issue until ng+ tho. I had issues with the weapons not feeling accurate/ effective/ different enough as well, but who cares lol. Like I said, flawed game but I'm glad I gave it a try. It was spooky and I loved the twisted environments, even if they got a bit repetitive.

boa mensagem, gameplay... não tanto, mas passo pano

Lost in Vivo is an ambitious psychological experience that is packed with compelling ideas but lacks the means, and maybe experience, to pull them off. The bright moments were bright but the overall experience feels like a vision lost in youthful game design.

It goes without mentioning that the combat is unsatisfying, in line with the genre but if you're going to give the player means to really confront the horror at least make them hopeless. I died once and it was by accident. In Silent Hill 2, a clear influence, James had a plank and a pistol that hardly worked. Here, I either jetted past or blew threw enemies. The harder boss fights were more tedious explorations for contrived solutions than meaty challenges.

The plot remains solid throughout while the intricacies are a bit unpolished. The theming as a whole is obviously a bit confused. The broad theme is "mental illness" but the overreaching nature of the subject lacks a real personal touch. It feels like the designer wanted to make a game about mental illness and just made one, with no real story to tell. The art design is solid overall and serves the themes well though it's hard to ignore the usual Unity Engine warts.

Overall, a solid yet unsatisfying debut that leaves anyone who plays enticed by Akuma Kira's potential. More experience will no doubt shape them into a promising indie designer.