New Casual Game Releases [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 ]
Youda Survivor
Youda Survivor
Tornado: The secret of the magic cave
Tornado: The secret of the magic cave
Fill Up 2
Fill Up 2
Rachel's Retreat
Rachel's Retreat
Megapolis
Megapolis
Escape from Frankenstein's Castle
Escape from Frankenstein's Castle
Amelie's Cafe: Summer Time
Amelie's Cafe: Summer Time
Rabbit's Magic Adventures
Rabbit's Magic Adventures
Drawn: Dark Flight® Collector's Edition
Drawn: Dark Flight® Collector's Edition
The Seawise Chronicles: Untamed Legacy
The Seawise Chronicles: Untamed Legacy

Brixter
Brixter
Spa Mania 2
Spa Mania 2
Haunted Hotel: Lonely Dream
Haunted Hotel: Lonely Dream
Lost in the City: Post Scriptum
Lost in the City: Post Scriptum
Reincarnations: Uncover the Past Collector's Edition
Reincarnations: Uncover the Past Collector's Edition
My Kingdom for the Princess II
My Kingdom for the Princess II
Governor of Poker 2
Governor of Poker 2
GabCab
GabCab
Bee Garden
Bee Garden
Veronica and the Book of Dreams
Veronica and the Book of Dreams

Drawn: Dark Flight
Robins Quest: A Legend Born
My Kingdom for the Princess 2
Elightenus II: The Timeless Tower
Snark Busters: Welcome to the Club
Shaolin Mystery: Tale of the Jade Dragon Staff
Echoes of the Past: Castle of Shadows

lceninexplceninexp-coma-screen1.png Sometimes atmosphere is everything. Coma, a delightful exploration and adventure game by Thomas Brush, brings such an abundance of atmosphere to the exploration game table you might just want to clean out your refrigerator to save the leftovers. Managing to set the scene, tell an intriguing story and wrap everything up very tidily in about 15 minutes, Coma makes for an excellent casual game experience. Cryptic graffiti scrawled on walls hint at a course of action but first there are things to be done.

Use the [arrow] keys to move your character around and the left mouse button to advance dialog. Within moments you'll be quite comfortable with the precise and tight controls which will come in useful with the very few platforming elements Coma introduces. The majority of the time the character will be running and jumping through non-hazardous environments and interacting with other characters to advance the story. Dialog options will always resolve themselves to move the adventure forward. Occasionally your character will need the help of his associate, Bird, to interact with elements just out of your character's reach.

Analysis: Mildly reminiscent of the Nevermore series, Coma is executed superbly well. The fluidity of the characters' movement and the soft yet exacting details of the scenery work together to create a rich and whimsical experience and it does so without being overwhelming or pretentious. The game does lack a mute button but a mute button in Coma would somehow be detrimental. The music (also by the developer) is as mellow and noninvasive as Coma's environment and is precisely complementary to the game's mood.

There is nothing very difficult involved with the game play; the few puzzles encountered are very straightforward and there's generally nothing stressful to be encountered. With no scoring mechanism and nothing that can kill you the motivation to continue is to resolve seemingly odd requests and questions introduced by other characters.

The ambience is somewhat melancholy in places but never gets too dark or depressing; there's always something the character is heading toward to give the needed momentum. The length of the game is approximately 15 minutes which might seem short but those 15 minutes bring forth a surprising amount of depth and quality. Hopefully future projects by Mr Brush will be longer because Coma is a thoroughly enjoyable adventure.

Play Coma

Walkthrough Guide

What a gorgeous, lovely little game!

Here's a complete walkthrough, if anybody needs it:

Part 1: A Task From Your Father

You start in a dark room. The shadow to the left is a piano; you can play it if you'd like. Head right, past the windows, over the table, up the stairs.

You'll learn that your name is Pete. You have a friend, Bird. Take Bird along and continue right.

Continue past your father, who is fishing. He'll stop you and give you a job.

Continue right for several screens. You'll encounter Jon the girl and Gomboysa the Gomgossa in the lovely Redwind Field. The platforming is sometimes tricky, particularly at the water wheel and the arched rock, but it's doable. Stop when you reach a pipe, then drop into the pipe and speak with Fatty Panakes, the black creature in the pipe.

After speaking with Fatty, head all the way back to the left to speak with your father again. He'll give Bird his fishing hook; make a jump to get Bird up to reach him. Carry it all the way back to to deflate Fatty, and the water will begin to flow again.

Part 2: Into The Silver Shute

Keep walking right, past Fatty. You'll see that you're in a pipe, and that the pipe has a cut-out to go up, if only you could cross that crevasse. Maybe try to jump and reach that hanging light?

...Nope. You'll fall into the Silver Shute. Proceed left.

Jump to allow Bird to catch the light, and head left another screen. As you approach the middle of the screen, jump to follow a branch up and leftward. Continue left one more screen, where you'll encounter a giant worm.

Walk into the worm's terrifying maw. It's okay. Two more screens left, to the green creature-tube. Jump into the creature-tube, and you'll be expelled back at its other end in Redwind Field.

...But what's this? You've received an orange seed from the creature-tube. Have Bird carry it, and head right through the fields again.

Go back into the pipe, past Fatty, but notice that this time, the light is attracted to the orange seed. Jump up, grab the light, and swing across.

Part 3: The Lies of Shill Bend

Continue right. Bird has trepidations. Forge ahead.

The next two screens will switch right and left controls. That's okay. Cross over top of the hangmen galleys. Try not to think of whether the silhouettes look like children.

On the next screen, you'll encounter somebody you can't reach, playing a song that Bird recognizes. Note down the song: DEBAB. Even if this is your sister, you cannot rescue her now. Continue right.

On the trampoline, hold Up to bounce into the sky. Eventually, you'll see cloud flowers; land on them and continue left.

Mama Gombossa has a mixed bag of advice for you, but she leaves you with the marching orders to play with her son, Gomboysa, who you saw swinging in Redwind Field earlier. Backtrack out of Shill Bend.

Part 4: Considering Mama Gombossa's Advice

You'll have to trace through the Silver Shute to get back to Redwind Field. Follow the same path you did before, and make sure Bird picks up the orange seed again when you're expelled from the creature-tube.

Run right and find Gomboysa, who will instruct you on playing Gomgosa Ball. Once you eat the seeds, you'll find that you can jump much higher than you were able to before.

...Now. Is there anywhere you couldn't reach because you couldn't jump high enough?

Part 5: Endgame

Run left. Eventually, you'll reach your father again. Before, you couldn't jump back onto the dock and into your home. Now, you can.

Go past your father on the dock, and back into your terrible home. Go all the way to the starting screen, with the piano. Play the song that Bird said was from your sister. A door will open. Go right.

...This is not the room with the windows, as you'd expect. Bird gives you some unwelcome news.

To escape this room, there are a couple of switches that must be triggered. Start on the box right-of-center, and make a running leftward leap from it, pushing along the ceiling. Then, upon landing, run to the right along the floor. Eventually, this will trigger a glowing hole in the floor. Drop in.

...it would appear that you've found a worse place. At the right-side corner of the tunnel through which you dropped, on the ceiling, there is a bump, which is a switch. Hit it. Proceed right.

On the next screen, walk right to the end of the screen, then left again; the floor in the upper-left of the screen will fall out and allow you down to the lower level. From the lower area, there is a ceiling bump between the two hanging organs; hit it, and the floor will open beneath you. Fall.

Now you've reached the Dore Bell. It is the flashing yellow light in the upper-left corner; you can ring it. Ring it.

103 Comments [leave a comment]

I'm so happy to be the first to comment on this WONDERFUL game. Brilliant music that develops as you go, completely dark but somehow beautiful, leaving some delicious unanswered questions. More of a lovely ride than anything else. Thanks to the makers!!

Uh... So I went through a pink worm and I've got an orange thingie. What now?

Hey! Wait a moment...

What was it all about? I managed to get to the end of the game, even if it didn't look very well designed... but I'm a sucker for minimalist artsy-philosophical games, so I kinda enjoyed that.

Yet something feels missing here. Like, some sense.

The story seemed a mess of half-ideas thrown together to feel like Alice in Wonderland... but Alice was an altogether different cup of tea (heh.). This is just a mess.

So. The guy maybe is the son of an abusive father. He has dreams (?) of quite straightforward symbolism (a giant pink worm and a swallowing puzzle? Come on...). He has a sister who may or may not be dead/imprisoned/missing/very happy somewhere else. He lives in a place where lots of people hang themselves/get hanged. The population is composed of flying whales, hysterical thingies, selfmutilating guys that favor living in sewers. Very nice, thanks.

But does it mean anything? Even in "dream logic"?

'I lied to you' says the bird. Oh well, that explains everything, then...

You lied to me about my sister because you wanted me to ring a subterranean doorbel over a Viking ship... but of course! How could I have missed it!
After all, you wrote it all over my mansion (yes, the one which is all gothic and dark inside and a small cheery hut outside). The one built over gastro-monsters galore. Naturally.

I bet there's a Yeti or two around there, too. And 135 grams of pea soup with Sarah Palin inside. Wrestling with the Socratic idea of "meanwhile", clearly. I just had to look a little harder...

WHAT. WAS. THIS. MESS?

A truly stunning game with a great atmosphere and wonderful details. The ending is very beautiful yet depressing and lets you think for yourself what really happened.

I'm stuck in the

basement and I can't get out, is this where the game is supposed to end?

The beauty of this game, for me, came in the way I was totally immersed. I didn't get the ending at first, because I forgot what the name of the game was! For me to be that 'involved' in a game experience... well done.

Oh that was a lovely game, although it had a very abrupt ending and left in its wake unsolved mysteries that I for one would greatly appreciate an explanation for

why did the Gombamom lie about the doorbell, did we ever rescue the sister from that cave like thing we saw her in, what was the orange button for, not to mention what was the doorbell for, also when you play the piano notes and fall into the cellar, who was lying to you, what are those pink organ like things, is there a way to get the little ball trapped in the field, and why did the controls switch back to left and right for the forest thing after a while?

now I don't expect an answer for ALL those things, but maybe there's alternate endings. Oh and what do you all think of the "silver channel" and what you got from it?

Im stuck in

basement.

now what?

haha great, first thing I did was playing the beginning of "still alive" on the piano, then I enter the next room and see "this world is a lie". Good game!

Very nice. I'm stuck.

I got the pipe unstuck and explored the silver chute, but haven't found any way to go on. None of the characters will talk any more.

Help appreciated.

"...you'll be quite comfortable with the precise and tight controls..."

Maybe I'm playing a different game than you did. I find the controls very slippery and I keep falling off of these tiny little blocks.

@ dihiroj
well after you travel the silver chute do this:

go back to the place right before you enter the silver chute, and you'll see a little ball attached to a string, it follows you sort of, jump on it and it will carry you across to the other side. from there its mostly self explanatory.

hope this helped,

I'm stuck in the same place as Dhiroj. What are you meant to do after you've been to the dark silver place and got back out again. There is no 'dorebell' I can find to ring and none of the characters interacts with me. I assume the misspelling is a pun or something.

Lovely game, short but worthwhile.

Blinky -

The world Pete is trapped in is his mind, as he is in a coma. Hence the messages like "this world is a lie."

Mama Gomgossa lied to Pete to keep him from waking out of his coma. I'm not sure why, maybe because if Pete wakes up, that world disappears, but I don't really know.

I don't think Pete's sister was ever actually trapped. Pete himself is the one trapped in his coma, and it's desire to see his sister that wakes him up.

Dunno what orange button you're referring to, but the "dore" bell (don't know why they spelled it like that) was just a metaphor to Pete escaping from this world to go back into the real one.

As for who is lying, I think it might be Bird, as Pete's sister isn't trapped in the basement like Bird said she was. But going into the basement and ringing the doorbell was still a way for Pete to see her.

Pink organ-looking things might also be a metaphor to Pete waking from his coma, but I don't know.

What little ball trapped in the field?

In Shill Bend, left is right and right is left. Didn't you talk to Jon? She tells you all about it. Not to mention the conversation between Pete and Bird when you first enter Shill Bend. I can't be sure on Thomas Brush's reasons for it, however.

I replayed the game (without refreshing the page) and ran into a weird glitch. Pete's father gave him the hook right after I rescued Bird, but I couldn't speak with Fatty Fat Cakes, and thus couldn't progress.

Weirdly softly strange.
But does it really end in the squishy basement? Pete falls down a hatch and then another one and then... nothing?

Thank you so much that pretty much answered them all.
:D I appreciate it.

I'm stuck...I have:

been to see the Gombamom and suspect I need to get back inside the house and play the piano, but I can't get up to the jetty thing where Pete's dad is.

I'm sure I've missed something obvious, but I think I've exhausted all the conversations and don't think I've missed an scenes...

The power of posting....figured it out: I'd missed a wee chat!

there's a bluish rock in the field that looks like a ball

I'm stuck in

the basement. I can't see much and I've bounced around everywhere.

@Littleghost:

There's a couple of unassuming switches to hit.

Where do I find the

sharp thing?

Unblinkered posted a comment earlier and I am in a similar situation. I can't get up to where the dad is at to go back into the house. I assumed I could jump on the roof of the house where the pipe and electric lines are to, and I could get to the jetty that way, but it won't let me. Am I missing something?

I think the blueish ball is actually the worm's eye.

"Mildly reminiscent of the Nevermore series"? I'm SO there. :D

I don't get it. How do you play this game? all I can do is go left and right and jump. I've ony gotten to the screen past the jump-roping kid, and i can't get past it.

I thought it was beautiful.

Obviously, as we can tell from the title, Pete is in a Coma. The game also drops some hints to this, like, "This world is a lie" and "Wake up, Pete". Pete apparently never got along with his father, as the father is portrayed as the evil villain in Pete's dream.
Mama Gomgossa was like the Queen of the dream, and represented the coma itself. She didn't want Pete to ring the Dorebell because then he would wake up and her son would be alone forever, in a world that doesn't really exist.
Bird was a bizarre creature, one moment helping Pete through the backwards forest, the next acting sinister - "I lied to you, Pete." In my mind, Bird symbolises the unknown of a coma; he seems to know what you don't, you sometimes think you understand him, yet can be so easily led astray by him.
The ending in the cellar was interesting. You expect a simple cellar, yet you find a complex underground world, ending, not with your missing sister, but with the Dorebell. Bird is on your side again, telling you to press it.
So you do.
The Dorebell, spoken of in myths and legends, is the miraculous recovery you and your family hope for. The dream world represents the physical and psychological struggles you have had to deal with throughout the coma, ending either in pressing the Dorebell and waking up, or getting trapped for eternity in the dream world. Fortunately for you, Pete gets the first ending.
As he shoots up past the stars to his awakening, a voice says, "You shall see me soon" or something along those lines. This voice is the sister who stayed by Pete's bedside, talking to him, pleading with him to wake up, motivating him to break the dream world and press the Dorebell. Pete's sister is the source of the conspiratorial graffiti on the walls of his mansion, telling him that this world is not real and urging him to see that, and wake up.

Sorry for the long interpretation, I always love this sort of game. It was fabulous.

I have eaten the seeds that make you lighter, but now what?

nice game. i was stuck at one point, but i made it. Although it does leave some unanswered questions. like...

why was there a random thing flying at the end? and who was talking to him at the end?

but still, great game.

Right. I hate platformers that require you to make precise jumps. How do you jump on the "thing" that follows you after the silver chute?

:) I like :)

Woo completed the game. People may have different interpretations for it, but I also think the voice at the end (and at least some of the bird's words) are the sister's

anyone notice the reflection of the boat at the end and the figure on it? it's the small things on this game that make me keep looking behind me or wanna go find a field to jump around in haha

So, I'm stuck in the second sub-basement chamber. I've hit both switches. Help please?

For those having trouble making the jump that takes you across the entrance to the silver "shute" (when you're ready to do that):

There are a couple of platforms on the left edge of the screen. Jump on those and then jump on the center swing thing.

Nevermore 3 is one of my favorite casual games, and I didn't like this as much. Part of it's personal -- I like the world of Nevermore better than the Dark and Edgy Symbolism here. But also, Nevermore 3 isn't as linear -- it allows you to do a little more exploring, even if some of that exploring dead-ends until you hit the right switch. Still, good to see a game following in its footsteps.

Still don't know what the

Orange thing

Does

I really have no idea either. I was wondering if it somehow helped you jump and grab the pendulem.

The "Random Thing?"

The flying thing at the end looked to be Pete himself, flying through the sky with his arms outstretched, symbolizing his waking.

As for the reason why "nothing makes sense", read the second piece of graffiti, then look at the title of the game.

It's a journey through Pete's mind, where he pulls himself out of his coma at the end. I spent most of the game thinking that the misspelling were a result of possible brain damage from being in a coma.

It's a fun little artsy exploratory platformer, but it did feel like there was a story in there somewhere that didn't really get told as well as it could have. I'm hoping that a sequel of this gets made; just like in Submachine, there's potential to reveal more about Pete, his sister, his father, Bird, and why the world Pete ran around in was the way that it was.

Anyone else notice towards the end when...

on the boat, the reflection in the movie water had a strange shadow-man standing on it

?

Here's what you do I'm guessing.

Keep running right when you start from the piano room until you reach the bird. After the bird is free, run right again and jump off the dock where your dad is fishing. He stops to to ask where you are going and asks you who is blocking the drain. Keep going right again, until you talk to Jon. (The girl with the jump rope.) She talks about Shill Bend, a place where right is left and left is right. After the conversation, you head right again. You'll bump into a swinging guy and he talks about gomgassa berries and how they have magnetic abilities. Head on right again and go into the sewer pipe and talk to Fatty Fat Cakes and he wants you to bring a sharp thing to get him unstuck. You head left until you see your father again and then let the bird get the hook. Run back to Fatty Fat Cakes and stab him with the hook. Continue right and just keep running right until you fall into the Silver Shute. Head left until you see the lamp swinging. Let your bird get the light and head left again. Go inside the worm and keep going left. When you reach the end of the worm, you go into the green hole and make your bird get the orange circle. (I'm guessing its the berry.) Head right and go through the pipe again. When you reach the other side, climb out of it and you'll see some sticks sticking out of the cliff. Jump on that and you'll see the swinging thing following where ever you go. When you are on the stick in the cliff, you jump toward the swinging thing when it is close to you and swing to the other side. (The swinging thing swings just close enough to the other side, quickly jump.) Head right and you'll reach Shill Bend. Keep heading left (Meaning press right...) until you see a guy playing a flute "D-E B-A-B" (Remember this.) But from this point, Shill Bend allows you to move normally. So head right and jump on the trampoline until you reach the highest you can and try to land on the cloud with the flowers on it. When you land on the cloud, head left and talk to Mama Gomgossa. After the talk, fall back down (Don't hit the trampoline.) Head back out of Shill Bend and fall down the cliff. When you are in Silver Chute again, come back out through the worm and get the berry again. Head right until you reach the swinging guy and he lets you eat a seed that makes you jump high. Head back home (Yes, you can jump back up to the docks now.) and play D-E B-A-B on the piano. The door to the basement opens and you head to the light of the basement. When you are at the basement you collect these squares (Sometimes they are at the ceilings and sometimes on the floor.) Until you gathered all of them, the boxes move and you go down again. Now you see pink squishy things lying around and you should collect square things on the ceilings and floor again. Head right and you see more pink things (that I think resembles his brain.) and collect more square things until the brain opens and reveals light. Jump downward and you will reach the viking ship. Jump on the red berry and hit the doorbell and there you have it! You win the game.

Can someone please explain how to get to the basement. I've gone off a pier and can't seem to get anywhere past the...

orange "thing" and "Jon"...

Hm. It's nicely atmospheric, with good presentation and tolerable controls. I'm not sold on the plot/content/delivery.

Also, the arrow keys don't work in my Flash/Chrome/Mac. Switching Firefox in for Chrome seems to make it work fine.

The orange button thing was to lure the hanging punch bag thing above the entrance to the silver chute towards you. I'll write a full walkthrough when I have the time.

I found a bug

I was at Shill Bend, and after jumping on the scale and reached the person playing a song, I went back, and got stuck in the previous screen with my character nowhere to be seen.

Time to start over :(

I've explored everywhere the game will let me, all the way to the trampoline, but I can't advance! Why do I feel like that tune was crucial? Is it? Please help!

What a gorgeous, lovely little game!

Here's a complete walkthrough, if anybody needs it:

Part 1: A Task From Your Father

You start in a dark room. The shadow to the left is a piano; you can play it if you'd like. Head right, past the windows, over the table, up the stairs.

You'll learn that your name is Pete. You have a friend, Bird. Take Bird along and continue right.

Continue past your father, who is fishing. He'll stop you and give you a job.

Continue right for several screens. You'll encounter Jon the girl and Gomboysa the Gomgossa in the lovely Redwind Field. The platforming is sometimes tricky, particularly at the water wheel and the arched rock, but it's doable. Stop when you reach a pipe, then drop into the pipe and speak with Fatty Panakes, the black creature in the pipe.

After speaking with Fatty, head all the way back to the left to speak with your father again. He'll give Bird his fishing hook; make a jump to get Bird up to reach him. Carry it all the way back to to deflate Fatty, and the water will begin to flow again.

Part 2: Into The Silver Shute

Keep walking right, past Fatty. You'll see that you're in a pipe, and that the pipe has a cut-out to go up, if only you could cross that crevasse. Maybe try to jump and reach that hanging light?

...Nope. You'll fall into the Silver Shute. Proceed left.

Jump to allow Bird to catch the light, and head left another screen. As you approach the middle of the screen, jump to follow a branch up and leftward. Continue left one more screen, where you'll encounter a giant worm.

Walk into the worm's terrifying maw. It's okay. Two more screens left, to the green creature-tube. Jump into the creature-tube, and you'll be expelled back at its other end in Redwind Field.

...But what's this? You've received an orange seed from the creature-tube. Have Bird carry it, and head right through the fields again.

Go back into the pipe, past Fatty, but notice that this time, the light is attracted to the orange seed. Jump up, grab the light, and swing across.

Part 3: The Lies of Shill Bend

Continue right. Bird has trepidations. Forge ahead.

The next two screens will switch right and left controls. That's okay. Cross over top of the hangmen galleys. Try not to think of whether the silhouettes look like children.

On the next screen, you'll encounter somebody you can't reach, playing a song that Bird recognizes. Note down the song: DEBAB. Even if this is your sister, you cannot rescue her now. Continue right.

On the trampoline, hold Up to bounce into the sky. Eventually, you'll see cloud flowers; land on them and continue left.

Mama Gombossa has a mixed bag of advice for you, but she leaves you with the marching orders to play with her son, Gomboysa, who you saw swinging in Redwind Field earlier. Backtrack out of Shill Bend.

Part 4: Considering Mama Gombossa's Advice

You'll have to trace through the Silver Shute to get back to Redwind Field. Follow the same path you did before, and make sure Bird picks up the orange seed again when you're expelled from the creature-tube.

Run right and find Gomboysa, who will instruct you on playing Gomgosa Ball. Once you eat the seeds, you'll find that you can jump much higher than you were able to before.

...Now. Is there anywhere you couldn't reach because you couldn't jump high enough?

Part 5: Endgame

Run left. Eventually, you'll reach your father again. Before, you couldn't jump back onto the dock and into your home. Now, you can.

Go past your father on the dock, and back into your terrible home. Go all the way to the starting screen, with the piano. Play the song that Bird said was from your sister. A door will open. Go right.

...This is not the room with the windows, as you'd expect. Bird gives you some unwelcome news.

To escape this room, there are a couple of switches that must be triggered. Start on the box right-of-center, and make a running leftward leap from it, pushing along the ceiling. Then, upon landing, run to the right along the floor. Eventually, this will trigger a glowing hole in the floor. Drop in.

...it would appear that you've found a worse place. At the right-side corner of the tunnel through which you dropped, on the ceiling, there is a bump, which is a switch. Hit it. Proceed right.

On the next screen, walk right to the end of the screen, then left again; the floor in the upper-left of the screen will fall out and allow you down to the lower level. From the lower area, there is a ceiling bump between the two hanging organs; hit it, and the floor will open beneath you. Fall.

Now you've reached the Dore Bell. It is the flashing yellow light in the upper-left corner; you can ring it. Ring it.

hey, it just occurred to me that it's called the 'dore bell' because it's a reference to the piano - the DO RE (MI) bell!

I don't think it's the bird saying I lied. I think it's the sister. If you notice, the sentence "I lied to you" is in italics. The bird speaks in normal font. I think that the bird might be a connection to your sister and when you get closer to waking up the connection between the bird and your sister becomes more apparent. I think what she/it lied about was why you needed to ring the dore bell so badly. It was to save your sister (from the gloom of depression upon losing her brother) but, it was also to save yourself. By saving yourself and waking up you save your sister from the pain of losing her brother. Which was personified as a secret basement in your mind. Where you might have forgotten her and left this world without her.

Hey, did anyone find a use for the orange round thing (I thought it was a button) you get after the navigating the "silver chute"

I thought the bluish ball trapped in the field was supposed to go into the missing slot on the archway on the next scene. But apparently there are a LOT of unsolved conundrums in this game.

Oh and did anyone find out if there was an alternate ending if you answered some of the questions differently?

By all means this was a great game so like always
keep em comin Jay
~Blinky

I wish everybody's comas were that short.
Oh wait, you don't dream in a coma.

Absolutely beautiful! Easy, simple, and doesn't cook your brain with garbage. Artistic, smooth, and geniously created.
I LOVED it!

@ Blinky

Like I said before, I think the blueish ball stuck in the field is the worm's eye.

@ JIGuest

yah, looking back on it, I think I agree with you.
still, thats sort of weird.
oh well, I've seen weirder.

For everyone wondering what the orange round thing is,

it attracts the vine fruit thing that you can swing from (above the silver chute) to you.

Someone posted somewhere (cant remember where tho...) about what some of the things are.

It is all an embodiment of his mind in a coma (duh), and it was said the bird represents friends and family

yay i escaped the coma what a great game and i loved the mysteries

Oh, that makes sense.
thanks jingidy

Lovely quick game; some things I figured I might point out as my intepretation:

That Mama Gomgossa is maybe a tumor as they are normally black if I remember right. Ironic enough, that ball game she urges you to play requires you to jump on those ball things found around the map that explode when jumped on; they reappear after you change scene, hence it is impossible to win the game and it goes forever which is what Mama wanted you to do (and since they are spread around the map, I guess you could if you wanted). Just found it well thought out.
The Shill Bend, where right is left and left is right or something like that (could it be Hill End?), I guess could be the damaged part of the brain which could cause disorientation. And also my fishing hook got glitched somehow in that it just keeps spinning around and around the bird...

Overall I like the way it represents the theme, which is also well presented. And

what a great sister for staying at his side all the time, which is apparent due to the writing everywhere and I would believe the bird symbolises her involvement

Oh I forgot to add

The song that is played at Shill Bend is what Pete's sister plays all the time the bird sais, which could mean that his sister has been playing it while next to him, and I guess it means alot to him cause when he plays it on the piano he is able to reach the deepest parts of his conscieness. If so, again great sister I reckon

absolutely gorgeous game! =)

Confirm the Shill Bend Bug.

Try to go back (or just push the wrong key), and you end up on the balances-that-vaguely-look-like-gibbets screen with no character, no way to move, and no way to continue.

Fix, plz. Annoying to have to start over.

Yeah, the bit where the

black box that lets you out of the basement

is nigh-indistinguishable from the background, nor is there a clue telling you what to look for -- that's not cool. Beyond pixel-hunt, right into "Why do you want me to give up and write a negative post of your game"-type Not Cool.

after you play piano and step into the light and the bird says i lied to you, what do you do from there?

Bird is Pete's sister - she lied about being trapped in the basement to get Pete there, so that he would ring the dore bell and wake up. That's why she tells you "I'll see you soon" at the end sequence.

The scenery and music were both beautiful, but the controls are bad. They're too slippery, you don't have any control over the lengths of your jumps, which was very annoying especially after

you receive the seeds that allow for farther jumps

. Also, at some points the character seems to float above the ground... I really liked the story, music, and graphics though, and it's definitely worth a play, but the controls, as I said, aren't great.

P.S. So, it's about

a kid in a coma, trying to 'wake up'. Am I right?

Great game. However, at the end, when i hit the switch on the ceiling between the two organs in the basement, nothing happened. Absolutely zip. And just before i got to the dorebell, too.

Lovely.

However, and I don't mean to complain, the glitch in my game is at the sign post top left where the swinging light is, just before you slip down into the silver chute - I just can't get past it. I've tried reloading the game, but same glitch. Probably I'm just missing something, but my Pete has been jumping up and down for over fifteen minutes and still no progression.

PoP! :)

I realised that I could

just return to the tunnel where Fatty was originally stuck and access the chute from there

Now I'm just having trouble catching the swinging light/fruit thing and I keep having to go back through the worm...

Just finished...

Extraordinarily Beautiful.

i'm stuck.

In the last part with the pulsing organ things, just before the room with the dore bell, i cant open the door/portal into the room with the dore bell. ive read all the walkthroughs, jumped all around, and it wont open.

help?!?

[sorry, not a english-speaker :D]

Hey people, there's a video in YouTube called "Coma Walkthrough (or Speedrun)" that is the fastest walkthrough video of this game (although I didn't like it very much because the author of the video wrote "screw up" in YT annotations a lot of times, and they broke the game's atmosphere D:).
I think the hardest part of the game is

the basement because it's VERY dark, but if you look with attention you'll see some switches, and every time you press a switch you'll heard a sound (like... pressing a switch :D). The video that I mentioned points (w/ annotations) where these switches are.

Now, somethings that I have read and I'd like to share with you :D

One thing that everyone who plays the game and remembers the game's name can say: Pete is the one in coma ("Wake Up Pete");
We play in the world of his subconscious, it's a imaginary world ("This world is a lie");
The bird probably represents his sister that wants him to wake up, because his sister loves him so much; and the bird "lies" to Pete because it said that his sister was trapped in the basement so he would go in there to finally ring the DoreBell and wake up;
Pete's dad maybe is a bad father (in the real world);
The Shill Bend maybe represents the most affected and confusional part of Pete's brain (because "left is right, and right is left"); on the Shill Bend, Pete can hear a person playing his sister's song because probably Pete's sister was playing it, next to him in the real world;
Mama Gombossa maybe is the "queen" of the imaginary world, she doesn't want Pete to ring the DoreBell and wake up because she wants that Pete would be always in the imaginary world, playing with her son;
The basement probably represents the nearest part of real world of Pete’s brain (I’m quite sure those pink and disgusting things of the basement are parts of Pete’s real brain); Pete’s sister’s song is so important that it opens the passage to the basement;
The DoreBell represents a final switch, representing the end of the Pete’s coma; in the water, you can see a reflex of a person in the boat (is it the shadow of his sister, again?)
The “random thing” flying in the sky is Pete itself; “I’ll see you soon” in italic words represents that Pete is waking up and soon he will be able to meet his sister.

I loved everything, the art, the game’s plot, the music… Thomas Brush is already my idol ^^

I was surprised I didn't see anyone suggest on here that when you "win" the kid actually dies. Didn't occur to me until

the last scene was a boat (and the fact some people report seeing a figure reflected in the water suggests Charon).

Also, ringing a bell... bells toll for funerals.

Which would also explain why there were competing forces saying whether or not to ring the bell. Some just want him to get out of his coma one way or another. Others would prefer he stay alive, even if comatose.

The fact you're walking through organs at the end is also suggestive of death.

Becoming lighter could be associated with letting go of his earthly weight.

And finally, what clinched the deal for me was at the end of the credits, you see a person waving and a bright light that fills the screen, like how people report seeing loved ones at the end of a tunnel. Perhaps his sister actually was already dead but he had hung on in a coma.

At Daniel M.
He can't die because at the very end it says
"Pete your eyes are opening." The sister isn't dead.

Another bug D:

I'm in the basement with the pink blobby things, and I've pushed the switches, but the floor hasn't opened up... I've checked youtube walkthroughs and it should have opened once I hit the switches...

I think that dore bell is do rebell. Like "be rebellious to wake up from the coma".

OMG .! the music on this game was the best i have ever heard. After i played it i played it again just to listen to the music...

this is a response to a much earlier comment and im not sure if it's already been said but the bird is somebody close to pete, maybe his sister, and she tells him she is trapped so he will escape and see her, it's like she is trapped in the outside world where pete is in the coma

i am trapped in the organ room. i touched the button between the hanging organs but the floor wont open

this game is... so weird and imso unable to keep witht the story but it's somehow magical and the music increases that effect... i just finished and i... cant get my thoughts right...

Wow That game was wonderful. I loved the music.

ok, i'm at the end with the organs. i hit a switch. the walkthrough said the floor would open beneath me. it didn't. what now? i'm COMPLETELY lost. :/

to those that get stuck in the organ room after hitting the switch:

I had the same problem. There's another switch in the previous room that you have to hit as well. If you don't get that one, too, the floor won't open.

Also, as for my personal interpretation,

The idea of Peter actually dying at the end is interesting, but perhaps just because I prefer it that way, I think that he's alive. The light at the end is, I think, just Peter opening his eyes. We don't know how long he's been in a coma, and he's waking up now. So I think that's him waking up to find his sister waiting for him. 'cause I'm a sucker for a happy ending.

Here's how I saw it

The abusive father somehow made his son go into a coma, perhapse because he was defending his sister.
He has to go into the clouds perhapse because he thinks he's dead.
The pink worm thing is one of his fears or something.
The pink organs are his heartbeat, showing he is, infact, not dead.
Where he's flying in the end shows freedom from his coma and it's his sister speaking.
the white light is him waking up.

that's how I see it.

I can't believe how amazingly awesome this game is. Just everything about it is perfect, it's like watching a movie. where can i find more games like this? apart from nevermore

For me, I have almost no control at all. Very rarely the control will be very good and responsive. Mostly I end up running without being able to stop until I run into something that stops me. I can turn around and jump, but if I let go of the left arrow key, I just turn around and run right again. Sometimes, the controls just don't work at all.

Is this normal? Or is it just me? No one else seems to have this problem, though I have seen a couple mentions of slippery controls. I can't control it at all. And I just can't believe this is just how the game was made.

Help on this would be extremely appreciated. I really want to play this game, but for whatever reason it seems I'm not able to.

Amy, would you happen to be running the game in IE7? Or any Internet Explorer?
Because I used to have that problem when playing with flash games until I swapped over to another browser such as Google Chrome or Firefox.

You guys may not understand the plot of the game ( if you have completed it )
Remember that the name of the game is "Coma" for a reason. Pete is having a dream while he is in his coma. You'll realize at the end. Very well put game play. I liked the eererie sense of it. It gave me chills while I played it. Almost like, Dark Alice in Wonderland. Great job :)

Wait, wait! Everyone's descriptions to the meaning of the game are fine, except for maybe one or two misconceptions?

The father, in real life, is probably NOT abusive or mean. If Bird lied to Pete about his sister getting locked up, then really, there's no reason to see the father this way.

This also helps my first assumption, that Bird isn't Pete's sister in real life? That brief sight of her behind that wall of straw, playing that song, was probably all in Pete's mind. (A dream within a dream? Which makes Bird hearing the song possible as well. When we dream we don't ask questions.)

Since I'm a sucker for a good love story, I like to think Bird as a girlfriend/lover/partner in real life, and she is beside Pete. He probably loves his sister, and (Whoever Bird is) lies to him that she is there to wake him up? It certainly did have the desired effect, if that is the truth

But then this seems a little wrong as well. I'm antagonizing the sister here, and I really shouldn't, should I?

Of course, the real meaning is most likely MUCH deeper or MUCH more shallow. We are just finding what is most likely not there, and there is a completely different story behind it, but that's why I like these games; you can make your own story.

Did anyone else notice the human figure standing on the ship in the reflection of the water right before you ring the bell?

Dore
Dore meaning: A gift.
Dore origin: Greek
Dore gender: Female

thats me meaning of Dore. I dont think the DoreBell is just a intentional typo representing childish writing. I think it refers to the give of LIFE!

I think Mama Gombossa's son wants you to wake up or is telling you how because he wants you to jump on the red things and fly. Pete is flying when he wakes up.

i would like to say that coma is a very good well thought out game. Many people do not know what this game means but im here to tell you.

So coma is a game about this kid named Pete and his bird who go to great lengths to find his sister. But what is the real meaning behind it well...

Pete is actually in a coma throughout the game
from the moment you start the game their are things written everywhere. these are tips that Pete's subconscious mind has created. the piano is basically Pete's way to get out of his coma. Everything written in italics and on the walls tells about Pete's coma "this world is a lie" is the first tip that you will come across "ring the dore bell" if you search dore on Wikipedia it calls dore a gateway. The gateway is the bell. some other points i want to hit on our when u get to Shell bind your left and right are changed this is true in the mind. if you are left handed you are right brained and vice versa. I think that pete is in his coma because of his dad abusing him. i think that Mama Gombossa is a tumor that wants pete to stay in this coma. she has him play a game where you jump on red strawberries, but everytime you leave 1 screen the berries spawn again making it impossible to win or impossible to leave. When pete sees the person playing the imstrument and he thinks it is his sister it is. she is playing the song in real life. when the bird admits he has been lying to pete, pete realizes that this world is not worth staying in and begins to find a way out . the pink organs are his brain, showing how close he is to waking up. the viking boat shows that pete is sealing his way back into the real world. the reflection in the water is him in the real world. the Dore bell is showing him his gateway back to the real world. after that... Pete wakes up.

it's a game so how i see it is, nothing you didnt see or do in the game is there but it's crazy how much this game makes you pry for the information that isnt there. But this is no mere game it's a puzzle that doesnt end when the game ends. but everything in the game has meaning to the game. but in real life would you trust the fat black blob to not ring the doorbell or trust writing found in scary places and a bird to tell you to ring the doorbell? Id kill myself if those were my only influences to choose because you cant not do one without doing the other one. overall this game was weird/scary as heck so im gonna try to forget about it

:( I can't get through the second sub-basement, the floor is supposed to open, but it doesn't :(

My take would be Pete is in a coma and everyone but the bird is trying to keep him there.

I liked your game. Although it was a bit depressing...

I had to boost my pc's brightness rite up, but I got the switches in the end. This game was one of the scariest games I have played, ever! I get scared by games with creepy silences, and faint noises

Has everyone ever noticed when the father asks you to check what's clogging the pipes, and you press "No." He says "Do it or I'll kill you.."

Wow. best game since "trapped" and the submachine series. you guys have made some great interperations, but I have some comments of my own.

near the end, when a voice says in italics "I have lied to you", people are saying that bird isn't the one who said that, but if you pay close attention throughout the game, you'll notice that whenever bird talks, it makes a tweeting noise, and it made a tweeting noise when it said "I lied to you," so bird did say it, which means bird is Pete's sister. also, does anybody think there's meaning behind the fact that mama gombossa is way up high above the clouds? I like that someone pointed out that Pete might die at the end. Plus someone noticed that when petes dad asks you to find out what clogs the pipe, if you say no, he threatens to kill you. some fruit for your thought.

Here's what I think

Pete did not die. Did you notice the odd shape of the boat? The boat is, in fact his hospital bed. As he slowly becomes conscious, his dream becomes more and more realistic. The guts were his IV bags. They pulsated to the beep of his hearbeat monitor. Furthermore, Pete is a small child. This explains the spelling errors (Dore bell) and the whimsical aspects of the adventure (Talking bird, anyone?) As for the characters, the bird is his mother. By playing along with his subconscious, she attempted to wake him up. The "I lied" line is his mother confessing about the "game", in case her attempt fails. (It doesn't.) The fisherman is a doctor. The big lady is a nurse. The little girl named Jon is the "Bad" side of his personality. The swinging boy is the "Good" side. Everything else is simply his imagination.

On the level with the hanging organs, WHY DIDN'T I FALL WHEN I PRESSED THE BUTTON?

What a beautiful game! Also, for anyone who was at the third basement stage, and the bottom does not open, you must go back to the last screen and press the button on the roof above the big pink squishy thing... then go back and it will open up.

I beat the game once, and then the next three times i tried again IT GLITCHED and i couldnt finish

Leave a comment [top of page]

  • Please consider creating a Casual Gameplay account if you're a regular visitor here, as it will allow us to create an even better experience for you. Sign-up here!
  • PLEASE UNDERSTAND SITE POLICIES BEFORE POSTING COMMENTS
  • You may use limited HTML tags for style:
    (a href, b, br/, strong, em, ul, ol, li, code, spoiler)
  • To post spoilers, please use spoiler tags: <spoiler> example </spoiler>
    If you need help understanding spoiler tags, read the spoiler help.
  • Please Preview your comment before posting, especially when using spoilers!
  • No link dropping, no domains as names; do not spam, and do not advertise! (rel="nofollow" in use)
Enter your comment here:

Welcome! We review, discuss and recommend only the best Flash and Casual games available on the Web.

Review Schedule:
Weekdays: browser games
Weekends: downloads

Welcome! We review, discuss and recommend only the best Flash and Casual games available on the Web.

Review Schedule:
Weekdays: browser games
Weekends: downloads

Favorite Games [edit]

Save links to your favorite games here. Use the Favorites editor.

Top Rated | Recommended

Grow Valley Powder Game 7 Transformice Totem Tribe GOLD Choice of Romance Drawn: Dark Flight Recettear Mardek RPG Achievement Unlocked 2 Manufactoria The Dream Machine: Chapter One Mamono Sweeper Fault Line Sprocket Rocket Submachine Network Exploration Experience Electric Box 2 Submachine: 32 Chambers The Scene of the Crime: Golden Doll
Choose between Top Rated or random Recommended games. Setting is saved automatically.

Monthly Archives

Legal notice

All games mentioned or hosted and images appearing on JayIsGames are Copyright their respective owner(s).

All other content is Copyright ©2003-2010 Casual Gameplay. All Rights Reserved.


Best of 2009!

Drawn 2: Dark Flight



Flash Game License

Virtual Villagers 4: The Tree of Life

Plants vs. Zombies

Link back to JIG!  

Jay is Games

[HTML code]