Deeper Sleep


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Deeper Sleep

DoraWhen you think about it, there's something incredibly creepy about the concept of lucid dreaming. I had a lucid dream, once. I was walking down a crowded street, cheerfully informing baffled people that I was dreaming, when I came across one stone-faced little girl who just looked at me and whispered, "I know." Freaky? Sure, but ultimately harmless... except in Script Welder's point-and-click adventure game Deeper Sleep, it's not quite that innocent. Following the events of the original 10th Casual Gameplay Design Competition first place winner, you've become obsessed with the concept of lucid dreaming, even though other people think you're insane. Desperate and questioning your own sanity, you go to the library late at night to see if there are records of anyone else who experienced your all-too-real nightmare... only to find out your nightmare is just beginning. No, YOU'RE A CORNY LINE.

Deeper SleepJust click to interact. Your crosshair will expand slightly and turn green if you can interact with something, and mousing over the top of the screen will cause your inventory to drop down. You can combine items you've picked up whenever possible by clicking on first one and then the other. This time, it seems, waking up is going to be a lot harder. Something knows you're there, and all the exits are blocked. You need help, but who can you trust when you're being hunted by something you don't even understand? The question of whether Deeper Sleep is scarier than its predecessor is up for debate, especially if you're one of those people who finds that the more something is explained, the less frightening it actually is. Is it scary? Sure, with a nice balance of well-executed jump scares a more subtle, unnerving frights and chilling scenes that fill you with dread.

Deeper SleepVisually, for the most part the game is great, and a stellar example of how comparatively "simpler" graphics can still be more than effective at frightening players in the hands of someone who knows what they're doing. Small details, like the lights of passing cars sweeping by a window or the way shadows change and dance as you sweep your flashlight across a dark classroom, create an immersive, appropriately dreamlike feel. On the other hand, in some very dark areas, the gloom and filter used can make it hard to tell what you're looking at. Fortunately, despite its setting, Deeper Sleep is mostly very logical, if not that challenging, when it comes to its gameplay. Items are not only frequently always used for their intended real world purpose, but intuitive to boot, which helps take the sting out of the frequent backtracking.

Fair warning... the game ends with a big "To be continued..." at the worst possible time, by which I mean as soon as the game really begins to pick up steam and on a huge cliffhanger. Deeper Sleep is still a chilling, wonderfully creepy game that will make the hair on your arms stand on end, and you'll wind up eager for more. Will you ever escape the darkness that hunts you in your dreams? Will the next installment have that BWUUUUUNNNNN noise from Inception? We'll have to wait to find out.

Play Deeper Sleep

Walkthrough Guide


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Deeper Sleep Walkthrough

Part 1 - All I Have To Do Is Dream

  1. After the intro, you'll find yourself in the foyer of a library. Go right, and then forward. There will be a note on a table. Click to pick it up. (1/15 Notes)

  2. Go back, then go to the room to the left. Pick up the book on the table. Go right two times back where you started. Use the book on the empty space in the bookshelf. A secret doorway will open up.

  3. Go forward into the secret door into the room with a horse painting. Pick up the note in the left corner of the empty bookcase. (2/15 notes). Also, pick up the batteries from the table, then head through the door to the right.

  4. Go left, then left again, then down the stairs. Pick up the key from the key rack. Head down the staircase in the upper left, then go to the right to enter the dungeon.

  5. Click on the grate to talk to the prisoner. He has some interesting information for you. Exhaust all the conversation options, and he will give you a piece of paper. (3/15 Notes)

  6. Head to the left. Pick up the note in the corner of the other cell, (4/15 notes), then go to the left again. Pick up the flashlight on the floor. Combine the batteries with the flashlight. Now go left, then left, then left, then up the staircase, then up the staircase again to the second floor.

  7. Go to the right, into the dark room. Use the flashlight on the darkness. Pick up the scrap of paper in the corner of the fireplace (5/15 notes), then head to the right.

  8. You will now be in an old classroom. Pick up the pointer from the right desk, and the scrap of paper under the center desk (6/15 notes). Also, note the combination on the chalkboard. It will change during different playthroughs.

  9. Go left, then left again out into the hallway, then left two more times until you are standing in front of the locked door. Use the room key on the locked door, walk forward and explore the room a little bit. Once you are finished looking around, go back to the hallway.

  10. Go left, then left, then down the stairs. Enter the room on the upper right. Use the pointer to knock the key off the pipe. Doh! It fell through the grate!

  11. Exit the pipe room to the left, then go down the upper left stairs. Head right twice, and you will see where the key has fallen. Pick up the gold key, then go left twice and back upstairs.

  12. This time, enter the room on the lower right. You will find a clown poster. Use the gold key on the door, and prepare to head outside.

Part 2 - Into the Woods and Into the Depths

  1. Once outside, go to the right and turn on your flashlight. Go forward down the path that is illuminated on the darkened right side of the screen. Pick up the scrap of paper on the tree to the left (7/15 notes), then move forward again, then forward again. Click the scarecrow to take a piece of thread from him.

  2. Go back three times to return to the main path. Head right. Note the pile of stones, then head right again to a clearing with a small tree.

  3. Move forward. Pick up the paper lying on the left of the path (8/15 notes). Walk forward again. Note the pile of dirt on the ground, then walk forward until you reach the well. Examine the pot next to the well and you will find a key.

  4. Go back until you are at the main path. Then head right again. There will be a piece of paper in the tree on the right (9/15 notes). Head left again to the outside of the cabine. It looks like spinning the wheel will return the power. It looks like we have a river to restart!

  5. Enter the cabin. Pick up the Bag with a Hole from the floor. It looks like we'll need to weigh down that shelf on the right to keep the door open. First we need to fix that bag, though...

  6. Exit the cabin, then head left until you are back in the house, past the clown poster room, into the kitchen. Use the key from the pot to unlock the center door.

  7. Go forward through the door. Pick up the wrench from the table, and the piece of paper in the upper left (10/15 notes).

  8. Head back into the kitchen. Go to the room on the upper-right (where the gold key was lying on the pipes). Use the wrench on the valve (1/3 Valves).

  9. Head back to the kitchen, then left, then down the stairs to the dungeon. Head right till you are at the tile room.

  10. Using the keypad next to the door, input the code from the chalkboard on the second floor. The light will turn green if you are correct. Click the lever to turn it until the door is fully open.

  11. Go into the door. Turn on your flashlight, and move forward twice. In the second room in, on the lower left will be a piece of paper (11/15 notes). Head forward, through the door at the end of the hallway

  12. On the left of this room is a valve. Use the wrench on it (2/3 Valves), then head right into the toyroom.

  13. In the toy room, pick up the needle from the sewing machine on the left. On the top of the shelves on the right is a piece of paper, as well (12/15 notes). Also, pick up the plushie tiger that's on the floor to the right... you'll need all the moral support you can get (at least if you are going to unlock the Easter Egg).

  14. Combine the needle with the thread, then use the needle-with-thread on the Bag with a Hole to fix it.

  15. Leave the toyroom, then back up to the tile room, left through the dungeon, then up the stairs, then right out to the woods again.

Part 3 - Powering Your Dreams

  1. Once outside, go right and turn the flashlight on. Go to the right, to the clearing with stones. Use the bag on the stones to fill it.

  2. Head right again to the clearing with the small tree. There, go forward twice down the path, to the clearing with a mound of ground. Use the bag on the mound to fill it further. Go back to the main path.

  3. Go righ to the cabin and enter it. Use the bag on the flour on the floor to finish filling it. Put the full bag on the weighing device on the right to open the door.

  4. Head forward into the door. Use the wrench on the valve (3/3 Valves). The wrench will break, but the flow of water has returned... now we just need to direct it. Also, pick up the piece of paper on the right (13/15 Notes).

  5. Exit the cabin, then head right to the canal. Pick up the piece of paper on the center left (14/15 notes). Then go right to the fountain.

  6. Once at the fountain, pick up the note sitting on its right edge (15/15 notes). Notice the two rows of four lights on the bottom. You must turn all eight of them on to activate the fountain. The easiest way to do this is to click each of the two center buttons in the top rom, then each of the two center buttons in the bottom row. The fountain will overflow and power will return!

Part 4 - Going Up and Going Down

  1. Return all the way left, back into the house, then up the stairs, then left to the elevator.

  2. If you would like to see an Easter Egg, at this point, go left again and enter the room with bunk beds. Put the plush tiger on Cody's bed. This will unlock a newspaper article at the end of the game.

  3. Return to the elevator. Press the red button to call it.

  4. Enter the elevator. Press the "2" button. When you exit the elevator you will be trapped in a dark room. Turn on the flashlight and walk forward.

  5. Pick up the screwdriver from the shelf, then back away... quickly. Use the screwdriver on the panel by the elevator door. If you drop the screwdriver it can be found on the floor. One the panel is unscrewed, hit the button and get into that elevator. Do it quickly, before Felicity, the girl in the attic, reaches you.

  6. Enter the elevator again, then press the "-1" button. Once out of the elevator, head to the left. Use the screwdriver on the panel, then pick up the rope.

  7. Head right. Click the door to unlock it, then head through the doorway and up the stairs, outside into the woods. Turn on the flashlight, then head left to the clearing with the small tree.

  8. Head forward down the path, all the way to the well. Use the rope on the well. When you are ready, climb down the rope...

Full Text of all 15 Notes

  • "I first encountered this phenomenon in the early 80's, but it seems They have existed since the dawn of the human race. Commonly known as the Night Folk, or Shadow People, they live in the realm of dreams but desperately want to get to our realm, by possessing vulnerable, unoccupied bodies. As long as you don't know you are dreaming, you are safe... They attack when they sense a mind detached from its body, which sometimes happens during comas, but much more often during OOBEs and Lucid Dreamin.

  • Thanks to Tricky for the walkthrough!

    37 Comments

    Deeper Sleep Walkthrough

    Part 1 - All I Have To Do Is Dream

    1. After the intro, you'll find yourself in the foyer of a library. Go right, and then forward. There will be a note on a table. Click to pick it up. (1/15 Notes)

    2. Go back, then go to the room to the left. Pick up the book on the table. Go right two times back where you started. Use the book on the empty space in the bookshelf. A secret doorway will open up.

    3. Go forward into the secret door into the room with a horse painting. Pick up the note in the left corner of the empty bookcase. (2/15 notes). Also, pick up the batteries from the table, then head through the door to the right.

    4. Go left, then left again, then down the stairs. Pick up the key from the key rack. Head down the staircase in the upper left, then go to the right to enter the dungeon.

    5. Click on the grate to talk to the prisoner. He has some interesting information for you. Exhaust all the conversation options, and he will give you a piece of paper. (3/15 Notes)

    6. Head to the left. Pick up the note in the corner of the other cell, (4/15 notes), then go to the left again. Pick up the flashlight on the floor. Combine the batteries with the flashlight. Now go left, then left, then left, then up the staircase, then up the staircase again to the second floor.

    7. Go to the right, into the dark room. Use the flashlight on the darkness. Pick up the scrap of paper in the corner of the fireplace (5/15 notes), then head to the right.

    8. You will now be in an old classroom. Pick up the pointer from the right desk, and the scrap of paper under the center desk (6/15 notes). Also, note the combination on the chalkboard. It will change during different playthroughs.

    9. Go left, then left again out into the hallway, then left two more times until you are standing in front of the locked door. Use the room key on the locked door, walk forward and explore the room a little bit. Once you are finished looking around, go back to the hallway.

    10. Go left, then left, then down the stairs. Enter the room on the upper right. Use the pointer to knock the key off the pipe. Doh! It fell through the grate!

    11. Exit the pipe room to the left, then go down the upper left stairs. Head right twice, and you will see where the key has fallen. Pick up the gold key, then go left twice and back upstairs.

    12. This time, enter the room on the lower right. You will find a clown poster. Use the gold key on the door, and prepare to head outside.

    Part 2 - Into the Woods and Into the Depths

    1. Once outside, go to the right and turn on your flashlight. Go forward down the path that is illuminated on the darkened right side of the screen. Pick up the scrap of paper on the tree to the left (7/15 notes), then move forward again, then forward again. Click the scarecrow to take a piece of thread from him.

    2. Go back three times to return to the main path. Head right. Note the pile of stones, then head right again to a clearing with a small tree.

    3. Move forward. Pick up the paper lying on the left of the path (8/15 notes). Walk forward again. Note the pile of dirt on the ground, then walk forward until you reach the well. Examine the pot next to the well and you will find a key.

    4. Go back until you are at the main path. Then head right again. There will be a piece of paper in the tree on the right (9/15 notes). Head left again to the outside of the cabine. It looks like spinning the wheel will return the power. It looks like we have a river to restart!

    5. Enter the cabin. Pick up the Bag with a Hole from the floor. It looks like we'll need to weigh down that shelf on the right to keep the door open. First we need to fix that bag, though...

    6. Exit the cabin, then head left until you are back in the house, past the clown poster room, into the kitchen. Use the key from the pot to unlock the center door.

    7. Go forward through the door. Pick up the wrench from the table, and the piece of paper in the upper left (10/15 notes).

    8. Head back into the kitchen. Go to the room on the upper-right (where the gold key was lying on the pipes). Use the wrench on the valve (1/3 Valves).

    9. Head back to the kitchen, then left, then down the stairs to the dungeon. Head right till you are at the tile room.

    10. Using the keypad next to the door, input the code from the chalkboard on the second floor. The light will turn green if you are correct. Click the lever to turn it until the door is fully open.

    11. Go into the door. Turn on your flashlight, and move forward twice. In the second room in, on the lower left will be a piece of paper (11/15 notes). Head forward, through the door at the end of the hallway

    12. On the left of this room is a valve. Use the wrench on it (2/3 Valves), then head right into the toyroom.

    13. In the toy room, pick up the needle from the sewing machine on the left. On the top of the shelves on the right is a piece of paper, as well (12/15 notes). Also, pick up the plushie tiger that's on the floor to the right... you'll need all the moral support you can get (at least if you are going to unlock the Easter Egg).

    14. Combine the needle with the thread, then use the needle-with-thread on the Bag with a Hole to fix it.

    15. Leave the toyroom, then back up to the tile room, left through the dungeon, then up the stairs, then right out to the woods again.

    Part 3 - Powering Your Dreams

    1. Once outside, go right and turn the flashlight on. Go to the right, to the clearing with stones. Use the bag on the stones to fill it.

    2. Head right again to the clearing with the small tree. There, go forward twice down the path, to the clearing with a mound of ground. Use the bag on the mound to fill it further. Go back to the main path.

    3. Go righ to the cabin and enter it. Use the bag on the flour on the floor to finish filling it. Put the full bag on the weighing device on the right to open the door.

    4. Head forward into the door. Use the wrench on the valve (3/3 Valves). The wrench will break, but the flow of water has returned... now we just need to direct it. Also, pick up the piece of paper on the right (13/15 Notes).

    5. Exit the cabin, then head right to the canal. Pick up the piece of paper on the center left (14/15 notes). Then go right to the fountain.

    6. Once at the fountain, pick up the note sitting on its right edge (15/15 notes). Notice the two rows of four lights on the bottom. You must turn all eight of them on to activate the fountain. The easiest way to do this is to click each of the two center buttons in the top rom, then each of the two center buttons in the bottom row. The fountain will overflow and power will return!

    Part 4 - Going Up and Going Down

    1. Return all the way left, back into the house, then up the stairs, then left to the elevator.

    2. If you would like to see an Easter Egg, at this point, go left again and enter the room with bunk beds. Put the plush tiger on Cody's bed. This will unlock a newspaper article at the end of the game.

    3. Return to the elevator. Press the red button to call it.

    4. Enter the elevator. Press the "2" button. When you exit the elevator you will be trapped in a dark room. Turn on the flashlight and walk forward.

    5. Pick up the screwdriver from the shelf, then back away... quickly. Use the screwdriver on the panel by the elevator door. If you drop the screwdriver it can be found on the floor. One the panel is unscrewed, hit the button and get into that elevator. Do it quickly, before Felicity, the girl in the attic, reaches you.

    6. Enter the elevator again, then press the "-1" button. Once out of the elevator, head to the left. Use the screwdriver on the panel, then pick up the rope.

    7. Head right. Click the door to unlock it, then head through the doorway and up the stairs, outside into the woods. Turn on the flashlight, then head left to the clearing with the small tree.

    8. Head forward down the path, all the way to the well. Use the rope on the well. When you are ready, climb down the rope...

    Full Text of all 15 Notes

  • "I first encountered this phenomenon in the early 80's, but it seems They have existed since the dawn of the human race. Commonly known as the Night Folk, or Shadow People, they live in the realm of dreams but desperately want to get to our realm, by possessing vulnerable, unoccupied bodies. As long as you don't know you are dreaming, you are safe... They attack when they sense a mind detached from its body, which sometimes happens during comas, but much more often during OOBEs and Lucid Dreamin.

  • Thanks to Tricky for the walkthrough!

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    I noticed something...

    You can leave the stuffed tiger on the beds in the room pictured in the banner, then take it back. I thought for sure you had to leave it on one bed in particular in order to solve a puzzle, but I guess not.

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    That was awesome. A very nice slice o' horror for me, and probably nightmares for everyone who isn't into horror. (I sadly have no audio but I made the Ju-On noise myself.)

    In the spirit of casual play, lots of the usual tropes thrown in, but they didn't feel out of place. I really like how the game moves through space, and conducts its atmosphere with spatial composition. My only quibble was one area that looked like a chasm but was actually a vertical element. Search hard with that cursor, though. Otherwise you'll reach Daymare Town levels of lost-ness.

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    @SonicLover

    I'd leave it there if I were you. See part 1.

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    nis.kongsgaard Author Profile Page September 13, 2013 12:44 PM

    @SonicLover

    If you leave the plushie tiger in the bed with the nametag "Cody", you are shown a news article regarding said Cody after the end of the game. It's meant as a tie-in to the previous game.

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    This game series is startling similar to reoccurring nightmares I had as a child. Knowing I was dreaming, unable to wake up, and pursued by an entity seeking to use my body to escape into the waking world.

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    Just checked the first game again to see what that secret means.

    There was a writing on a wall.
    "Little Cody is lost without his plushie tiger"

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    Awesome again. Navigation is pretty confusing but that actually kinda added to the atmosphere.

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    Where the walkthrough says:

    Once outside [the room with the clown poster], go to the left and turn on your flashlight.

    But I can't go left from there, only right (and there's no

    scarecrow

    anywhere to the right as far as I can tell...

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    Where the... I mean, where's the thread? I've been stuck for hours trying to click the needle to the sewing machine in the toy room down the basement, but I still can't get the needle-with-thread thing. I even have the sack with.

    I tried clicking the sack to the sewing machine too, and I also tried using the needle to the sack, but to no avail. Help? Please.

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    For anyone who is wondering, OOBE stands for Out Of Body Experience.

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    dna, the walkthrough is incorrect there, it means right. The issue you're having, as well as Martina's problem, is a result of my biggest gripe with the game - in the forest, it's extremely difficult to determine if there's a pathway you need to follow in any particular scene.

    There are two crucial paths in the forest that are nearly invisible, and if you're not sweeping your cursor over each scene watching for hot zones, you'll miss them.

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    To find your way through the forest...

    Point your flashlight at the ground and slowly sweep along the path. You should be able to see the places where the path branches.

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    @Martina Ollang:

    Yeah, I had trouble with that too. I even had trouble consulting the walkthrough, since it refers to it as "thread" when it tells you how to it but as "piece of string" when it tells you where to pick it up.

    Anyway, if you're like me, your problem is that you didn't find one of the branches in the path in the woods. There are two points where you can go up instead of left or right. The hotspots are around the middle of the screen.

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    @bill

    thanks a lot.

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    This has been an excellent week for sequels. I am so looking forward to playing this.

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    I think I stumbled onto a bug.

    I didn't do so well when I got to Felicity and I died. So I am at the game over screen. I click to continue, and guess what? I'm back at that same game over screen and no matter how many times I click to continue, it sends me back there. I now have no choice but to start the game from the beginning and I am not at all happy about it.

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    @Polydunami
    I'm sorry for that! I hope this didn't entirely ruin your experience, as it's was certainly not normal thing to happen! I will try to fix this bug but I have to find it first.. which might be difficult as the game continues normally on my end. Can you give more details on what exactly was happening?

    Did you get caught by Felicity on the 1st or 2nd attic screen? Were you in the middle of something while the game over screen showed up?

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    Finished it and I must say, I'm glad the big scare didn't come from that clown poster.

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    @isengrin

    You weren't scared that the clown poster was evolving? Rolled up all of my posters, that's for sure....

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    For scriptwelder,

    Thanks for the concern. I decided to power through and complete the game after I created my previous comment here. One bug is not enough to rate it less than five mushrooms.

    As for the bug itself, I encountered it after Felicity killed my character and when I had... 13/15 notes? IIRC, I was missing notes from the two rooms in which you respectively find a wrench and an animal plush doll. I don't think this is important, but it's here just in case.

    Now, when I got the game over, I clicked away from the tab the game was running in. This may have caused the bug, I don't know. Somehow, the game accidentally made the game over screen the point where I continued from. It's also possible that I was on the game over screen too long so that the game, thinking it was still playing, saved at that point. Or it could have auto-saved right at the point where my character died, for which I would only have to blame my luck.

    I hope you don't feel bad about the bug; in hindsight, it's negligible compared to the rest of the game. Thanks for the enjoyment and good luck with your works to come.

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    silent george Author Profile Page September 16, 2013 4:57 PM

    Yes, I had the same bug as Polydunami

    I died at the first Felicity screen, before backing up, then got stuck on the newspaper scene. The Continue button just loops back to the newspaper.

    Oh, well. I did like the message at the well ...

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    In the walkthrough Part 1, step 6, it says "Head to the left. ..., then go to the left again." Both of those lefts should be rights.

    Question:

    What text is on the note that the prisoner gives you? I'm not sure if I got that one or not...

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    I went through the Walkthrough and noticed the following errors, mostly "left" and "right" being reversed:

    Part 1

    1. "Go right, then forward" should be "Go left, then forward".

    4. "Go left, then left again" should be "Go right, then right again".

    6. "Head to the left" should be "Head to the right". "go to the left again" should be "go to the right again".

    10. "Go left, then left" should be "Go right, then right".

    Part 2

    4. "Head left again" should be "Head right again".

    9. "Head back to the kitchen, then left" is redundant.

    Part 4

    7. "head left to the clearing" should be "head right to the clearing".

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    I thought the game was great, just the right amount of scary, but the navigation in the woods was hard. Without the walkthrough I never would have found all the paths.

    I only found 14/15 notes, even though I went completely back through. I think

    I never got the note from the other man.

    Or I missed one in the woods, because it was really hard to see there.

    Overall, I'm looking forward to the next one!

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    magic_leopard Author Profile Page September 23, 2013 7:52 AM

    Great story-telling, a really entertaining game. One small issue, not to be ungrateful for all the hard work gone into bringing a free game to the table.... but the animated noise effect over everything is horribly distracting and making things just really hard to see is not a great mechanic.
    I did love it though - 5/5

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    https://www.google.com/accounts/o8/id?id=AItOawlPS08zowQFFSIOrQQuDAJVN0lK7TPSGTo Author Profile Page September 24, 2013 9:26 AM

    Good game, I enjoyed it and found it nicely creepy. I don't usually fare well in riddle-based games, and I found this one at a good level for me: I hardly had to look at the guide at all, and the times I did I had already done exactly what the guide said, but for whatever reason things didn't register as being clicked on.

    I guess the one complaint I would have would be that sometimes the notes were quite hard to miss, even with the flashlight; also, for me I never would have figured that in the tile room you were meant to turn the valve multiple times - I turned it once and didn't understand why it wasn't opening all the way, and circled the entire game area to try to figure out what was wrong.

    I think it's worthwhile to mention that, according to Jung, a dream about a house can represent the psyche, and the deeper one goes inside the house, the deeper one delves into one's own psyche (the game writer probably knew this). Please finish this game! The creepy music was good too!

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    i liked this game a lot especially when

    i read the newspaper because i realized that putting the tiger in cody's bed woke him up out of a coma

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    Kudos to Script Welder for a spectacular (and spooky) sequel to Deep Sleep. I thoroughly enjoyed exploring the world of lucid dreams and the familiarity of the surroundings only added to my nervous expectation of a jump and scare. Especially..


    When you enter the crank powered door and the preceding hallway is pretty darn close to the hallway in which you were mercilessly chased by a night folk last time. Also, Falicity freaked me out seeing as she was every sleepless night I had as a kid after watching a scary movie.

    I was also disappointed to find that I had somehow missed two notes. Either way, this game was well worth the play.
    I am now eagerly awaiting the arrival of Final Depth.

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    malone.audrey Author Profile Page September 29, 2013 12:20 AM

    I have never been so relieved to see the decapitated head of a deer before!
    That easter egg made me cry. At least I did some good for someone.
    Holy cow these are some good creepy games. The well scared the daylights out of me. I thought something would come creeping out of it whenever I got close to it.

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    RaisedNtheWild Author Profile Page October 10, 2013 7:53 PM

    In the walkthrough where it says "6.Exit the cabin, then head left until you are back in the house, past the clown poster room, into the kitchen. Use the key from the pot to unlock the center door." for some reason I can't find the kitchen.

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    I almost never comment, but this game is too good not to. Incredible. I am easily started (yeah, that girl who screams in the movie) but am not generally scared per se. Don't usually get caught up in the atmosphere of games, particularly scary games. But my heart was pounding through most of this one! It helped that I had just played the first. Can't wait for the next! Excellent job, Script Welder. Thank you!

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    Just one last mention:

    In the first version of the game deep sleep there is writing on the wall that says: Cody is lost without his plush tiger.

    In deeper sleep the teddy bear is not just a prop. If you place it on Cody's bed you will get a news clipping at the end talking about the miraculous awakening of a little boy who said: My tiger has found me.

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    estellegreengrass Author Profile Page October 30, 2013 3:36 PM

    I think this one is a bit less scary than Deep Sleep, but this is the actual thing -

    all time you are waiting for something to come out of the dark, and when nothing happens - you get a bit relieved. So the final scene becomes even scarier becauseI didn't expect that.

    Awesome, seriously.

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    I became too freaked out to finish it...

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    anyone seen the thread? can't find it..plz help

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    dude the kitchen is the place where the white colored door is.

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