Our Way Down

Our Way Down

released on Mar 31, 2022

Our Way Down

released on Mar 31, 2022

You are suddenly spirited away to a dark plateau. Here, alone, you'd probably die. But, someone else is here sharing in your peril. Perhaps together, you can find a way out.


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From the game's Steam page. Grammar untouched:
"FEATURES:
- Fans of game theorying will have fun with this."

Our Way Down is a hilariously basic RPG Maker game with horrible dialogues, miles of unnecessary walking and the "plot" fit in 100 kns of in-game notes. Horrendous tiles' texture choice, which is saved by the fact that the half of the game takes place in an empty office building. Annoying, forced character defining moments. If you get to the secret "credits" level you might see how pretentious the dev of this game makes themselves out to be. Ugh.

This review contains spoilers

RPG Maker games fascinate me to no end, sometimes purely because their creators have found a medium to tell some of the most imaginative, engaging and creative stories I have ever seen, let alone assigned to video game medium.

'Our way down' is short and certainly flawed, but it is also earnest and exciting.
It doesn't waste your time overexplaining the intro, instead it jumps you straight into the game after a brief opening.
You play as Alagossa, who finds herself lost in seemingly another world after walking through a dark tunnel.
There, she finds Hector, a mysterious fellow who's also stranded here. Together, they attempt to find a way out of this increasingly sinister predicament.

The way it builds up atmosphere is great! I was immersed a lot of the time, and the absence of music, with only sfx present, actually work in its favor, creating an unsettling and eerie feel.
There are some horror elements but it isn't actually scary, rather, it will more likely make you feel a little uncomfortable.
Some parts of the game are clearly inspired by SCP and the Backrooms but there isn't anything wrong with that, in fact, I think it's a very cool take on it!
It got pretty spooky towards the end, and you do not get to see the monster fully, which is a bit of a missed opportunity imo but in the moment, it was still unnerving!

Although I mostly enjoyed the game, I do think the writing felt a little amateurish at times and I felt that the characters acted kind of unrealistic at times towards one another, when they clearly just met.
I also think that Alagossa isn't that compelling of a character, she felt a little flat in terms of characterisation in comparison to Hector, but I think this could be ironed out with some more of her "inner thoughts" and such, so we as players could see what she has to say about the situation, or perhaps it's a thing better saved as a note for the next game.

I understand the point of the backrooms and their nature, but another thing that would've helped make the player more invested in the game is simply making more items interactive. There were some items you could click on to get a sentence or two about the descriptions of it, but I would've loved to see more of that!
Maybe it's just me, but I love flavour texts and silly descriptors or comments about stuff in these types of games.

In this one especially though, it made the game feel more empty when I couldn't interact with some items that I thought for sure I would be able to interact with (rubber ducky for instance).
I think it would've made the game a bit more interesting for the player as opposed to just walking around with one or two puzzles here and there.

Either way, I still enjoyed the game and was pulled in by what it had to offer, I'm excited to see what the dev has in store for the future.
I think they did a good job and have something very cool here, keep it up!!

I love Alagossa :) (walking sim with a great story from what i can remember)