K.O.L.M.
Help a little robot get his life together in this melancholic Metroidvania platformer from Tony (Antony Lavelle) of Armor Games. Explore an ominous facility under the purview of your disappointed computer mother, gathering upgrades and fighting fellow robots. Worth the initial weirdness for a quiet gem of an experience with a surprising amount of depth in its simple design.
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This game is totally fun. I like the ending where you have to
escape from the site before exploding. I also like the story with the mother and the son at the end where the mother is all like "You killed me. You killed me. You killed me. I hate you", and such.
This is one of the best games I've ever played.
Wow! Honestly, this is one of the best games I've seen on JiG in a while, motivating me to comment. Like many experimental games, it is "short and sweet," though I think perhaps the developer could have added a little more on.
By the way:
I played it through a second time to get 100%, and KOLM stands for:
Kind of Like Metroid
So, at the end,
once the Computer starts blowing up... did you know that if you don't do anything, you never die? Like, the timer counts down to 0, then it starts saying "0:0-7", "0:0-8", and so on. Bug?
Also, does anyone know what the Computer said? Once it's revealed you killed her as a human. The text scrolls by REALLY fast and it only appears after you start running for your life, so you're kind of distracted.
At first, I thought K.O.L.M. was just another Tony dud. But as I played through it, it became one of my favorite flash games. It's unique for incorporating Metroidvania into an artesque game and how the story mixes with the gameplay (i.e. going through blurred screens to find your eyes).
In the end, I wish Armor Games gave it a higher score. :)
Very nice game. Hated the ultrasmall screens, but loved the balance. However the ending zipped by a little too quick for me too, and I'm afraid I didn't get the sense of it.
So we have this droid with a mother figure (an AI? A real human builder?) who hates it quite a lot even if it is soooo loving a son. The bot upgrades itself a lot, goes through a lot of worries in very strange places, then destroys a... thing.
I guess the mother wanted it to, but the reason eludes me.
However, the mother now wants the bot dead. Why?
And it escapes. Where to? The last message sounds like there are other "facilities"... Am I missing something? (apart from a lot of letter tiles, apparently...)
How am I supposed to get back to the top of the map? I think I've explored all of the green section and I think I should use the shaft with the booster to go back up. However, even with the double jump, I can't quite make the assent. I've gone the through all the rooms in the green section at least twice.
To everyone who's stuck in the second area:
Have you
tried fighting the other robot yet? He's white, and has his own theme music. Once you kill him you unlock the double jump.
If you're still stuck,
There are two rooms connecting Area 1 with Area 2. Both are tall and skinny, but one has a geyser-looking thing in it. Jump into that and it'll boost you back to Area 1.
Hope that helps!
Well I gave up after
I couldn't work out how to move through one brick high spaces. That is, move whilst crouching.
As if you'd need an upgrade for that?
Also I became frustrated with the map because I couldn't remember where I'd been or where I'd left things undone due to lack of upgrade, because everything resets once you leave the room.
I'm just impatient though :P
I finish this sometimes earlier, and for those who want to know the ending meaning, I think I get a glimpse:
On some time before, the son, the mother, and the father are living beings. Then somehow the son blowing up stuffs that cause all the three to die (the statement of the son that say'I remember this' after triggering to blow the facility). Somehow after that the mom is reconstructed as an AI and try to make duplicates of this son to be her toy of vengeance( the statement of the son that say'my brothers'). The facility is designed to get rid failed robots and find which one resembles the son.
sporitus --
You have to come in from the top of the room, I think. Wend your way around through a long path -- if you have
waterproofing and sliding
I think you should be able to reach the top part.
I really appreciate one piece of adaptive difficulty -- if an enemy (besides a boss, I guess) kills you it won't be there when you respawn (sometimes they don't seem to be there when you reenter the room, others they do). Though I find the combat clunky enough that it's sometimes easier just to lawnmower my way through a room by running into the enemies than to actually try to defeat them; especially those horrible homing things which often don't have the courtesy to come at me from the side with lots of room for me to shoot. What I'm trying to say is, I'm not that good at this.
@nemo
To get the 'proper' ending you have to
Go to the very bottom of the red zone. There should be a room with loads of yellow 'doors' criss-crossing round an orb-thingy. Shoot the 'doors' (by holding up and shooting), then get the orb.
My interpretation of the ending:
I think the mother coerced the boy into blowing up the facility before, but they only blew themselves up. The mother somehow turns into a computer(?), forgets how she died, then reconstructs her son into a robot to try and infiltrate the facility again.
I would have given this game a 5 had it not been for the laggy gameplay, and off platforming (it was very hard to be precise at all: that bit where you have to get the boost was nigh-on impossible).
Oh, and about the music: it's by Kevin MacLeod (check the credits). I know his stuff well: his website is www.incompetech.com, and he does royalty-free music for games and stuff. All the music from Small Worlds was free stuff from Incompetech.
Pe-ads
arachne - there's no special trick, or at least none that I could figure out. I also died 15-20 times trying to get through it. Duck down on the last possible step before the tunnel, and just after the bullet goes through, scooch through and down as quickly as possible.
I'm stuck in the Camera 31 red room, with two pink-doored exits that you have to do underwater jumps onto high platforms to get to. Is there a trick to get to those, or do I need the triple-jump?
There's quite a few familiar sounds in this. Pretty sure the get item sound is from Zelda, and the "boss" music is the same as that of the battle music in Sacred Seasons.
As for the game itself, it was as the name suggests, kind of like metriod. That said, the game expects you to die a lot more, especially in the boss battles (which are fairly uninteresting and didn't expand on the plot, could have had a bit where he asks why is he killing his brothers and such), and having the screen always zoomed all the way out is sometimes eye-straining. I liked how the screen moves a bit as if you're playing on a gameboy and tilts it towards your character. It's an ok game, but its just lacking in depth and save the melancholy music, background.
I was surprised to see this described as experimental, too. It seems like a pretty much by-the-books game with some decent atmosphere. The level design isn't particularly good or bad. The story didn't connect with me, except for a wee bit at the ending twist.
The only new idea is having to get an eye upgrade in order to see the game clearly. I think that actually sets the game up to be better than it is, since I was expecting that level of imagination to continue. Instead, the game just keeps giving you predictable power-ups accompanied by repetitive insults from the Mother character.
There isn't even any real exploration, since you have to visit every room in a specific order. And the PC's power level isn't balanced against the enemies at all.
I'm kind of surprised that this game is so well liked. I guess the basic metroidvania formula is so strong, all it takes is a little atmosphere to make a game with that structure compelling. The nuts-and-bolts gameplay is immaterial.
2D level design is becoming a lost art. Or maybe it was always just a difficult thing to do well.
To everyone. When jump up and grab the core, the timer doesn't start until you turn off the the message that comes up. To anyone who doesn't believe me, I have copied the conversation down below:
Mother- Well done son. Youv'e
done it :-)
Warning: STRUCTURAL INTEGRETY OF
FACILITY COMPROMISED
Robot- Mother? What's happening?
Mother- Oh nothing, my love.
You've done well!
Now it's time to sleep.
Robot- I remember this from before!
Robot- This is what happened
before father died!
Robot- And...From when before...
Mother- Son do not worry
yourself, relax. Go to
sleep.
Robot- ...before you died
Mother.
Robot- When I was made from meat
instead of metal. And
before you hated me.
Mother- You're right
Mother- You're right
Mother- You're right
Mother- I hate you
Mother- You killed me.
Mother- You killed your Father and
Brothers, dearest.
Mother- You killed me.
Mother- You killed me.
Mother- You killed me.
Mother- You killed me.
Mother- You killed me.
Mother- You killed me.
Mother- You killed me.
Mother- Stay where you are. You
don't desrve to ESCAPE.
[Editor's Note: Please remember to hide all plot information behind spoiler tags for people who haven't played the game. Thank you! - Ed.]
Greetings!
The reason I put this with an "experimental" tag is that with the blurriness and barely working controls, it starts off kind of weird, and I wanted to give a heads-up to expect a little weirdness. Without the initial weirdness, yes, I probably wouldn't have tagged it as such. Then again, I didn't want people going in expecting Mega-Man right of the bat. :)
Tricky
Really well done game.
Hey did anyone else experience this glitch?
When I got to that one room (at the bottom of the red place) with all the gold criss crossing I didn't know how to shoot them, so I just kept going. I eventually made it out, and the mother was all like "you may have escaped the facility, but you'll NEVER escape ME!!!" and then the numbers added themselves up (i did really bad apparently) But then I read the comments, and realized i had missed something, so I went back and got that orb thing, and the timers went off, and everything made sense.
did anyone else experience that?
Please please please let there be an option to turn off effects. I'm on a slower machine (though w/ latest Flash update) and I lost about 20 lives to the FX kicking in mid-jump.
Otherwise, brilliant game. Great music choices. Loved the progression of "cameras". Got a little Jungian there, which fit nicely. (Though it would've been cool to review past dialog when continuing a game.) Play Small Worlds, Coma, and Loved along with this for an interesting soul aftertaste.
This has to be the most annoying game ever. I'm currently stuck on Camera 33. I can manage to get to the first bot but he kills you far too easily. One shot! Also I noticed at the end of this room there is a narrow passage way full of spikes, How are you suppose to get past that? Also the jump after the first bot is too high with the Jumppack(doubleJump) So is there another upgrade for this. If so were i've gone over all the rooms again and again what am I missing to gain access to a better jump and also the blaster that allows you to zap yellow doors?
Great game... but I really hate the 3 minute time limit at the end. I wasn't done with everything yet, and I had to run in order to make it out.
And the fact that when it runs out it doesn't kill you just makes it worse. I didn't know that, and I really don't want to play all through it again just to get 100%.
100% walkthrough time =P
http://www.youtube.com/watch?v=up2uPZEkCUY
I'm totally going to be the next tasselfoot or something
I didn't get 100% completion, but
it's "K.O.L.M." along with the letters I DID reveal, definitely got the right words across.
It's "Kind of Like Metroid" was brilliant, given I was expecting something about the robot himself, actually.
I love the atmosphere. I'm not very experienced with the genre as a whole, but seeing it, I'm certainly enjoying it.
For those who are stuck (as I was) in the Camera 31 red room with the two pink doors only accessible underwater - you need to backtrack several rooms. You'll come to one that has two pink doors; you will be returning to it from the lower left door, but you need to go through the upper left door. You'll pass through several rooms and end up in the top half of the Camera 31 room, where you get an upgrade that lets you move more freely through water. With that, it's easy to get to the two doors in the lower half.
"Creepy" music? How about "atmospheric" or "moody"?
There are better metroid-like games out there, but the music is probably what kept me going in this game. I simply love the atmosphere it creates. If the designer opted for a silly wah-wah tune I'd turn it off before the game even got the chance to de-blur.
Kinda strange. The way I like games. For some reason, however, I couldn't find the "k", even though the in-game counter said that I had found 100% of the tiles. When totaling up my score, the game said I had only 97% completed the game. I've heard that there is a blank tile somewhere... Please, fix this. I hate having only 97%... it makes me feel incomplete... ;)
This game is pretty awesome; I don't really care that it doesn't do anything innovative as long as it's well put together. I have 2 complaints with the ending:
The escape music is the same as the 'boss' music.
I was too rushed to gather my bearings and see what all my letters formed at the final screen (only 5 seconds left). I didn't imagine I'd have no opportunity once the game ended. The timer should stop once you're at the last screen.
K.O.L.M. Walkthrough
General Tips:
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Death simply sends you back to the entrance you came in via.
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The "Lives" counter actually counts how many lives you've used so far, i.e. how many times you've died.
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Enemies do not respawn when you do, so if an enemy kills you, you won't have to deal with him again (unless you come back to the room later).
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The game autosaves so you can just quit.
Walkthrough:
N.B. When just walking back through previously explored simple rooms, I may simply list the exit you need to take.
Leg Modules
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Camera 41: Shuffle to the right with the arrow keys until you change screens.
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Camera 40: Continue shuffling right until you reach the power-up sparkling in the centre of the room.
Optics
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Camera 41: Walk right, drop down and exit by the bottom left of the screen.
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Camera 39: Drop down to the very bottom of the room, and then exit by the bottom right.
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Camera 0: Run straight across this room.
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Camera 1: Drop down and exit via the bottom left. Watch out for the white blurs in the bottom right, as they are spikes.
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Camera 2: Walk left and drop down onto the next powerup.
Leg Springs
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Camera 2: Walk right dropping past the spikes out of the bottom right exit.
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Camera 3: Drop down and grab the powerup in the centre of the room.
Plasma Cannon Level 1 (Blue)
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Camera 3: Jump back up and exit the way you came in.
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Camera 2: Jump past the spikes to exit at the top left.
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Camera 4: Head straight through this room and exit on the left.
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Camera 5: Jump over the gap above the spikes, then fall past them and walk out the bottom right.
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Camera 6: Watch out for the robots crawling along surfaces as they will kill you in one hit. Drop down avoiding the spikes to exit via the middle left door.
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Camera 7: Jump over the spikes and crawlers; fall into the middle to grab the powerup.
Compression Unit
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Camera 7: Shoot out the blue forcefields to clear the way back out of this room. You can also destroy the crawling robots if they get in your way. Exit the way you came in.
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Camera 6: Make your way back to the top left exit.
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Camera 5: Jump back up, shoot the forcefield out and then exit by the top right.
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Camera 4: Right Exit.
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Camera 2: Top Right exit.
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Camera 1: Top left exit.
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Camera 0: Left exit.
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Camera 39: Left Exit.
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Camera 8: Jump up to the ledge above the door. Jump across the arrowed platforms, taking care as they are treadmills, then drop down to the left to grab the power up.
Dash Pads
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Camera 8: Step onto the treadmill on the bottom and duck. You will be pushed to the only door, which you should use.
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Camera 39: Right exit.
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Camera 0: Right exit.
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Camera 1: Bottom left exit.
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Camera 2: Bottom right exit.
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Camera 3: Bottom Left exit (destroying forcefield).
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Camera 38: Shoot out all the forcefields to exit on the left.
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Camera 6: Avoid water; it is currently deadly. Jump over the gaps to near the left edge of the screen, then drop down to just above the water. Then jump to the right, avoiding the water and crawlers to exit at the bottom right.
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Camera 9: Drop down avoiding the crawlers and spikes to exit at the bottom left.
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Camera 10: Walk left, ducking to avoid the shots. Jump over the turret and exit top left.
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Camera 11: Drop all the way down this shaft.
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Camera 13: New enemies, seekers. These fly towards you when you get too close, but die on their own if you avoid them for a few seconds. Dodge the seekers, exit bottom right.
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Camera 18: New enemies, bouncers. These bounce around at random getting in your way. Shoot them. Shoot the bouncer in your way, and exit bottom left. You don't need to provoke many enemies for now.
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Camera 20: Dodge the crawlers and exit bottom left.
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Camera 16: New enemies: chargers. As soon as you stand in line with them they charge at you until they hit a solid object, which kills them. Either dodge them or trigger them from behind a wall if possible. Shoot the bouncer in the middle of the room from a safe vantage point. Jump carefully past the spikes and up to the left to grab the powerup.
Waterproofing
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Camera 16: Dash jump over the spikes to exit by the top right.
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Camera 20: Top right exit.
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Camera 18: Top left exit. To avoid the enemies you can dash jump left from the tip of the mound left of the water straight out of the door.
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Camera 13: Top right exit.
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Camera 14: Shoot the bouncer in the middle of the screen, then exit top right.
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Camera 15: Jump up and dash jump over the spikes to grab the powerup.
Slidepack
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Camera 15: Bottom left exit.
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Camera 14: Bottom left exit.
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Camera 13: Bottom right exit.
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Camera 18: Dodge the enemies around the room, and drop into the water. Navigate around to the bottom and kill the bouncer. Exit bottom left.
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Camera 19: Drop down while avoiding chargers and exit bottom left.
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Camera 21: Grab the powerup right in front of you.
Jetpack
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Camera 21: Top Right exit.
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Camera 19: Top Left exit.
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Camera 18: Head over to the bottom left exit. You will need to dash jump to get up on some of the underwater ledges.
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Camera 20: Bottom Right exit.
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Camera 21: Crouch and slide through the tunnel to the bottom right exit.
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Camera 22: Walk right and drop into the large area. The faint platforms will fade after you stand on them for a few seconds, then reappear shortly after that. Another robot similar to you will attack you. He will shoot similarly to you and run around. You need to shoot him 3 times to defeat him. Deaths will make you respawn but the enemy robot keeps the same health. He will drop a powerup.
Plasma Cannon Level 2 (Purple)
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Camera 23: Double jump out of the battle area and walk around to exit bottom right.
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Camera 24: Jump into the fan to get pushed up to the top left exit. Hold jump while being pushed to gain more height.
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Camera 19: Jump up through this room, avoiding chargers. Double jump is very useful here to avoid enemies and shorten your path.
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Camera 22: Jump up to the top left exit, avoiding the enemies.
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Camera 17: Slide through the narrow tunnel and exit left.
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Camera 12: Double jump up and jump into the fan. You will need to hold the jump button to gain enough height to reach the top ledges. Jump the rest of the way up and out top left.
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Camera 9: Slide through the narrow tunnel and exit middle left.
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Camera 6: Dashing and double jump can save you a lot of time while backtracking. Exit top right.
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Camera 38: Exit right.
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Camera 3: Exit top left.
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Camera 2: Exit top right.
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Camera 1: Jump up using the jetpack to reach the powerup in the top of the room.
Hydravitor
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Camera 1: Exit bottom right.
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Camera 2: Exit bottom right.
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Camera 3: Exit bottom left.
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Camera 38: Exit left.
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Camera 6: Exit bottom left.
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Camera 7: Exit left.
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Camera 25: Avoid the bouncer and jump up to just below the narrow tunnel. Wait for the cannon to fire, then slide through as quickly as possible. Avoid the rest of the cannons and exit top left.
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Camera 26: Dodge the chargers and cannons and exit at the top left.
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Camera 27: Avoid the many enemies in this room and jump over the tunnel with forcefields at either end. Exit left.
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Camera 28: Drop down, avoiding the chargers, then the cannon fire. Exit bottom right.
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Camera 31: Jump through the enemies (or persist until they've all died) and grab the powerup.
Jetpack upgrade: Triple Jump
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Camera 31: Exit top left.
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Camera 28: Exit top right.
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Camera 27: Exit right.
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Camera 26: Avoid the chargers and dash against the conveyors to get back over to the right. Drop down and exit bottom left, avoiding cannon fire.
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Camera 29: Drop down through this room, walking and dashing against the conveyors to avoid falling into the spikes. Exit bottom left.
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Camera 30: Slide straight through the tunnel and exit left.
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Camera 31: Drop down, avoiding the chargers and bouncers. Swim all the way down to the bottom right exit.
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Camera 32: Avoid the swarms of bouncers and make your way around to the exit bottom right.
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Camera 33: Ride the fan up to the top and drop into another robot fight. Again, hit him 3 times to defeat him. Grab the powerup he drops.
Plasma Cannon Level 3
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Camera 33: Triple jump up and drop into the next battle. This time you will have to dash against the conveyors in order to move around. Get 3 hits in and then pick up the powerup.
Hypershield
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Camera 33: Destroy the yellow force field, then drop down for the last battle in the room. Only 2 hits this time. He may start firing before you enter the arena and will hit you if you enter too slowly. Grab the last powerup.
Endgame
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Camera 33: Crawl through the narrow tunnel and fall onto the now harmless spikes. Exit right.
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Camera 34: Drop through this room, ignoring the enemies. Exit bottom left.
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Camera 42: If you grab the powerup in this room, the final sequence will start and the game will end. However loading after this will bring you back to this room before the sequence happens. This is the best time to go secret hunting as you now have everything. Shoot out the yellow forcefields and jump up to grab the powerup. A countdown will start, and you need to escape. It's not very tight, and if you fail you either respawn outside this room or nothing happens and you continue escaping. This seems to be a bug. The escape is trivial as you can now jump very high and cannot take damage. Dashing frequently helps with the time limit. I will list the shortest route out: Please see the spoiler.
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Camera 42: Exit bottom left.
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Camera 35: Exit left.
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Camera 36: Exit top right.
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Camera 37: Exit top right.
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Camera 31: Exit top right.
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Camera 30: Exit right.
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Camera 29: Exit right.
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Camera 26: Exit right.
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Camera 25: Exit right.
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Camera 7: Exit bottom right.
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Camera 6: Exit top right.
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Camera 38: Exit right.
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Camera 3: Exit top left.
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Camera 2: Exit Top right.
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Camera 1: Exit Top left.
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Camera 0: Exit left.
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Camera 39: Exit top left.
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Camera 40: Exit left.
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Camera 41: Exit left.
Optional/Secret Items:
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N Plate: No powerups required other than access to Camera 10. Bottom right of room.
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O Plate: No powerups required other than access to Camera 13. Bottom right of room, under a block; you can pick it up just by walking next to it.
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F Plate: No powerups required other than access to Camera 16. Bottom of room. Trigger and dodge the chargers, then grab from near where they started.
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D Plate: Jetpack required. Camera 12, ride the fan up and drop onto the ledge on the left about halfway up the shaft.
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D Plate: Jetpack and Slidepack required. Camera 38, jump up on the left side and slide through the narrow tunnel to the middle alcove.
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O Plate: No powerups required other than access to Camera 34. Very top of the room, just above the cannon fire.
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I Plate: Jetpack upgrade required. Camera 36, top left of room. Triple jump up the narrow column to grab it.
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R Plate: Jetpack upgrade required. Camera 32, left side of room, lower floor. Jump up through the narrow column and land on the temporary block. Jump again to the very top to grab it.
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T Plate: No powerups required other than access to Camera 30. Jump up to the top middle of the room, avoiding cannon fire and seekers. The powerup is directly above the middle platform.
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M Plate: No powerups required other than access to Camera 26. Powerup is located in the small alcove between the seekers, under the conveyor.
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K Plate: Plasma Cannon Level 2 (Purple) required. Start in Camera 7, make your way up to the top left exit, shoot out the purple forcefield and exit to Camera 6. Item is then directly in front of you.
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T Plate: Dash and slide pack required. In Camera 7, dash jump over the spikes near the bottom to land on the small ledge. Slide through the narrow tunnel, then jump up to the small alcove where the item is located.
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S Plate: Jetpack and slidepack required. In Camera 4, Double jump up to the high ledge, then slide through the tunnel to the item.
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I Plate: Jetpack and dash required. In Camera 0, starting on the left ledge, dash double jump across to the opposite side of the room. The powerup is on the ledge here.
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'' Plate: Double jump required. In camera 40, jump up to the ledge, then drop onto the powerup floating just above the spikes. You will die unless you have invincibility.
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L Plate: Jetpack and Hydravitor required. In Camera 18, drop into the water and move to the right. Double jump up to grab the powerup just out of the water in the right alcove. Easier with triple jump.
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E Plate: Slidepack required. In Camera 24, slide down the narrow tunnel in the bottom right corner.
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K Plate: No powerups required other than access to Camera 22. Directly opposite the top left door, past some chargers.
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I Plate: Triple jump required. In Camera 20, triple jump up into the cave with 2 seekers in it. The powerup is in the centre.
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E Plate: Triple jump required. In Camera 28, triple jump up the small chimney in the top left of the room.
Thanks to Max for the walkthrough!
I made a quick map for room numbers, if you want you can integrate it in the walkthrough
Excellent game! I've beat it twice, but got a worse score the second time (-2400) because of lag or something that made the controls on a different computer all buggy. Speaking of the controls, no matter what, I kept wanting the 'Z' and 'X' buttons to be reversed. I always was pressing the wrong button at the wrong time and dying alot! But I never quit, because this game is so good. I don't play many online flash games, but loved Metroid, so this was a nice addition to the genre. The mood of the game is what was so compelling. Nice Job! In an updated version, please prevent the 'Q' button from sending you back to the hypersheild room during the escape. What a pain!!!!!!
Also, I played once and did NOT get the letter plate in room 32, but still had 100% of items.
Before I had the triple jump I assumed that it was too high to reach, so didn't try. I never went back to that room.
On a side note: what is the purpose of the yellow blockade in room 19. Seems pointless in the grand scheme of things. Perhaps a diversion?!?
Love it! Love the uncanny, trippy, dejavu feel -- and not because of the obvious "melacholic themes", but because of the twist or twisting at the end, or as you get deeper into the game ... how about a (VERY VERY spoiler heavy) list of "those moments"?
1. The red zone heavy music is definitely lower Norfair
2. Screw Attack
3. Escape Sequence
4. Gravity Suit
5. Speed Boost
6. Space Jump / Spin Jump -- this was actually the first moment when I said -- whoa, this feels so familiar... I've played this before ...
7. Big drops / elevators connecting zones
8. Sudden scary boss music (definitely one one of the nicest touches of the super metroid) -- always made me go Oh ****! when I played it
9. The Wall Crawly things
10. Morphing Ball
11. Creepy Music at the beginning -- definitely the moment in SM when I said, "wow.. this game is classy"
12. Mother -- a kind of David Lynch like nightmare reversal
13. Power up music
14. the general enemies that ignore you and behave in simple ways, and that become less and less a threat
15. Absence of enemies in the beginning
Overall, I love the "evil twin" feel, or "something's just a little bit off" feel...
For those who know what K.O.L.M. stands for... its EXACTLY like it! down to the Hydravitor, previously seen in no other video game or computer game to date except that, and of course the whole escape from the gigantic time bomb at the end of the level concept. Furthermore, it closely resembles the first of the recent 3-D trilogy, having the red cavernous area and the green jungly area. AND WHO COULD FORGET THE DOORS?
Ummm did anyone else have this glitch happen?
In camera 9 just after i got up from area 2, I went to get that plate and i killed the little creature from where I was going to run and jump. I failed by hitting "X" instead of "Z" so i went up to try again. I ran, jumped, crouched in midair, flew through the walls and out of the game. The camera angle kept going funny until the game screen disappeared. it was just solid black.
Mother you have defeated me...
[Spoiler tags fixed. Please preview your comment before posting to be sure spoilers are properly formatted. Thank you! -Jay]
For anyone who enjoyed the songs.
Black room: http://www.youtube.com/watch?v=-CFSGU7XrNs
Green room: http://www.youtube.com/watch?v=iPl-CqWXInI
Red room: http://www.youtube.com/watch?v=IQX6_XGAWmo
I still can't find the last ones though. ;3
So, I always always avoid games I think might scare me (in a BOO kind of way), and run away the moment they do.
And so I rarely get jumped by games.
But christ alive I felt a horrible brrrr! when the 'chat screen' thing kept going
You killed me.
Over and over.
And so I liked that since it looks like not the MOST atmospheric game (I did play it with the sound off) but it got more and more so.
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Walkthrough Guide
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K.O.L.M. Walkthrough
General Tips:
Death simply sends you back to the entrance you came in via.
The "Lives" counter actually counts how many lives you've used so far, i.e. how many times you've died.
Enemies do not respawn when you do, so if an enemy kills you, you won't have to deal with him again (unless you come back to the room later).
The game autosaves so you can just quit.
Walkthrough:
N.B. When just walking back through previously explored simple rooms, I may simply list the exit you need to take.
Leg Modules
Camera 41: Shuffle to the right with the arrow keys until you change screens.
Camera 40: Continue shuffling right until you reach the power-up sparkling in the centre of the room.
Optics
Camera 41: Walk right, drop down and exit by the bottom left of the screen.
Camera 39: Drop down to the very bottom of the room, and then exit by the bottom right.
Camera 0: Run straight across this room.
Camera 1: Drop down and exit via the bottom left. Watch out for the white blurs in the bottom right, as they are spikes.
Camera 2: Walk left and drop down onto the next powerup.
Leg Springs
Camera 2: Walk right dropping past the spikes out of the bottom right exit.
Camera 3: Drop down and grab the powerup in the centre of the room.
Plasma Cannon Level 1 (Blue)
Camera 3: Jump back up and exit the way you came in.
Camera 2: Jump past the spikes to exit at the top left.
Camera 4: Head straight through this room and exit on the left.
Camera 5: Jump over the gap above the spikes, then fall past them and walk out the bottom right.
Camera 6: Watch out for the robots crawling along surfaces as they will kill you in one hit. Drop down avoiding the spikes to exit via the middle left door.
Camera 7: Jump over the spikes and crawlers; fall into the middle to grab the powerup.
Compression Unit
Camera 7: Shoot out the blue forcefields to clear the way back out of this room. You can also destroy the crawling robots if they get in your way. Exit the way you came in.
Camera 6: Make your way back to the top left exit.
Camera 5: Jump back up, shoot the forcefield out and then exit by the top right.
Camera 4: Right Exit.
Camera 2: Top Right exit.
Camera 1: Top left exit.
Camera 0: Left exit.
Camera 39: Left Exit.
Camera 8: Jump up to the ledge above the door. Jump across the arrowed platforms, taking care as they are treadmills, then drop down to the left to grab the power up.
Dash Pads
Camera 8: Step onto the treadmill on the bottom and duck. You will be pushed to the only door, which you should use.
Camera 39: Right exit.
Camera 0: Right exit.
Camera 1: Bottom left exit.
Camera 2: Bottom right exit.
Camera 3: Bottom Left exit (destroying forcefield).
Camera 38: Shoot out all the forcefields to exit on the left.
Camera 6: Avoid water; it is currently deadly. Jump over the gaps to near the left edge of the screen, then drop down to just above the water. Then jump to the right, avoiding the water and crawlers to exit at the bottom right.
Camera 9: Drop down avoiding the crawlers and spikes to exit at the bottom left.
Camera 10: Walk left, ducking to avoid the shots. Jump over the turret and exit top left.
Camera 11: Drop all the way down this shaft.
Camera 13: New enemies, seekers. These fly towards you when you get too close, but die on their own if you avoid them for a few seconds. Dodge the seekers, exit bottom right.
Camera 18: New enemies, bouncers. These bounce around at random getting in your way. Shoot them. Shoot the bouncer in your way, and exit bottom left. You don't need to provoke many enemies for now.
Camera 20: Dodge the crawlers and exit bottom left.
Camera 16: New enemies: chargers. As soon as you stand in line with them they charge at you until they hit a solid object, which kills them. Either dodge them or trigger them from behind a wall if possible. Shoot the bouncer in the middle of the room from a safe vantage point. Jump carefully past the spikes and up to the left to grab the powerup.
Waterproofing
Camera 16: Dash jump over the spikes to exit by the top right.
Camera 20: Top right exit.
Camera 18: Top left exit. To avoid the enemies you can dash jump left from the tip of the mound left of the water straight out of the door.
Camera 13: Top right exit.
Camera 14: Shoot the bouncer in the middle of the screen, then exit top right.
Camera 15: Jump up and dash jump over the spikes to grab the powerup.
Slidepack
Camera 15: Bottom left exit.
Camera 14: Bottom left exit.
Camera 13: Bottom right exit.
Camera 18: Dodge the enemies around the room, and drop into the water. Navigate around to the bottom and kill the bouncer. Exit bottom left.
Camera 19: Drop down while avoiding chargers and exit bottom left.
Camera 21: Grab the powerup right in front of you.
Jetpack
Camera 21: Top Right exit.
Camera 19: Top Left exit.
Camera 18: Head over to the bottom left exit. You will need to dash jump to get up on some of the underwater ledges.
Camera 20: Bottom Right exit.
Camera 21: Crouch and slide through the tunnel to the bottom right exit.
Camera 22: Walk right and drop into the large area. The faint platforms will fade after you stand on them for a few seconds, then reappear shortly after that. Another robot similar to you will attack you. He will shoot similarly to you and run around. You need to shoot him 3 times to defeat him. Deaths will make you respawn but the enemy robot keeps the same health. He will drop a powerup.
Plasma Cannon Level 2 (Purple)
Camera 23: Double jump out of the battle area and walk around to exit bottom right.
Camera 24: Jump into the fan to get pushed up to the top left exit. Hold jump while being pushed to gain more height.
Camera 19: Jump up through this room, avoiding chargers. Double jump is very useful here to avoid enemies and shorten your path.
Camera 22: Jump up to the top left exit, avoiding the enemies.
Camera 17: Slide through the narrow tunnel and exit left.
Camera 12: Double jump up and jump into the fan. You will need to hold the jump button to gain enough height to reach the top ledges. Jump the rest of the way up and out top left.
Camera 9: Slide through the narrow tunnel and exit middle left.
Camera 6: Dashing and double jump can save you a lot of time while backtracking. Exit top right.
Camera 38: Exit right.
Camera 3: Exit top left.
Camera 2: Exit top right.
Camera 1: Jump up using the jetpack to reach the powerup in the top of the room.
Hydravitor
Camera 1: Exit bottom right.
Camera 2: Exit bottom right.
Camera 3: Exit bottom left.
Camera 38: Exit left.
Camera 6: Exit bottom left.
Camera 7: Exit left.
Camera 25: Avoid the bouncer and jump up to just below the narrow tunnel. Wait for the cannon to fire, then slide through as quickly as possible. Avoid the rest of the cannons and exit top left.
Camera 26: Dodge the chargers and cannons and exit at the top left.
Camera 27: Avoid the many enemies in this room and jump over the tunnel with forcefields at either end. Exit left.
Camera 28: Drop down, avoiding the chargers, then the cannon fire. Exit bottom right.
Camera 31: Jump through the enemies (or persist until they've all died) and grab the powerup.
Jetpack upgrade: Triple Jump
Camera 31: Exit top left.
Camera 28: Exit top right.
Camera 27: Exit right.
Camera 26: Avoid the chargers and dash against the conveyors to get back over to the right. Drop down and exit bottom left, avoiding cannon fire.
Camera 29: Drop down through this room, walking and dashing against the conveyors to avoid falling into the spikes. Exit bottom left.
Camera 30: Slide straight through the tunnel and exit left.
Camera 31: Drop down, avoiding the chargers and bouncers. Swim all the way down to the bottom right exit.
Camera 32: Avoid the swarms of bouncers and make your way around to the exit bottom right.
Camera 33: Ride the fan up to the top and drop into another robot fight. Again, hit him 3 times to defeat him. Grab the powerup he drops.
Plasma Cannon Level 3
Camera 33: Triple jump up and drop into the next battle. This time you will have to dash against the conveyors in order to move around. Get 3 hits in and then pick up the powerup.
Hypershield
Camera 33: Destroy the yellow force field, then drop down for the last battle in the room. Only 2 hits this time. He may start firing before you enter the arena and will hit you if you enter too slowly. Grab the last powerup.
Endgame
Camera 33: Crawl through the narrow tunnel and fall onto the now harmless spikes. Exit right.
Camera 34: Drop through this room, ignoring the enemies. Exit bottom left.
Camera 42: If you grab the powerup in this room, the final sequence will start and the game will end. However loading after this will bring you back to this room before the sequence happens. This is the best time to go secret hunting as you now have everything. Shoot out the yellow forcefields and jump up to grab the powerup. A countdown will start, and you need to escape. It's not very tight, and if you fail you either respawn outside this room or nothing happens and you continue escaping. This seems to be a bug. The escape is trivial as you can now jump very high and cannot take damage. Dashing frequently helps with the time limit. I will list the shortest route out: Please see the spoiler.
Camera 42: Exit bottom left.
Camera 35: Exit left.
Camera 36: Exit top right.
Camera 37: Exit top right.
Camera 31: Exit top right.
Camera 30: Exit right.
Camera 29: Exit right.
Camera 26: Exit right.
Camera 25: Exit right.
Camera 7: Exit bottom right.
Camera 6: Exit top right.
Camera 38: Exit right.
Camera 3: Exit top left.
Camera 2: Exit Top right.
Camera 1: Exit Top left.
Camera 0: Exit left.
Camera 39: Exit top left.
Camera 40: Exit left.
Camera 41: Exit left.
Optional/Secret Items:
N Plate: No powerups required other than access to Camera 10. Bottom right of room.
O Plate: No powerups required other than access to Camera 13. Bottom right of room, under a block; you can pick it up just by walking next to it.
F Plate: No powerups required other than access to Camera 16. Bottom of room. Trigger and dodge the chargers, then grab from near where they started.
D Plate: Jetpack required. Camera 12, ride the fan up and drop onto the ledge on the left about halfway up the shaft.
D Plate: Jetpack and Slidepack required. Camera 38, jump up on the left side and slide through the narrow tunnel to the middle alcove.
O Plate: No powerups required other than access to Camera 34. Very top of the room, just above the cannon fire.
I Plate: Jetpack upgrade required. Camera 36, top left of room. Triple jump up the narrow column to grab it.
R Plate: Jetpack upgrade required. Camera 32, left side of room, lower floor. Jump up through the narrow column and land on the temporary block. Jump again to the very top to grab it.
T Plate: No powerups required other than access to Camera 30. Jump up to the top middle of the room, avoiding cannon fire and seekers. The powerup is directly above the middle platform.
M Plate: No powerups required other than access to Camera 26. Powerup is located in the small alcove between the seekers, under the conveyor.
K Plate: Plasma Cannon Level 2 (Purple) required. Start in Camera 7, make your way up to the top left exit, shoot out the purple forcefield and exit to Camera 6. Item is then directly in front of you.
T Plate: Dash and slide pack required. In Camera 7, dash jump over the spikes near the bottom to land on the small ledge. Slide through the narrow tunnel, then jump up to the small alcove where the item is located.
S Plate: Jetpack and slidepack required. In Camera 4, Double jump up to the high ledge, then slide through the tunnel to the item.
I Plate: Jetpack and dash required. In Camera 0, starting on the left ledge, dash double jump across to the opposite side of the room. The powerup is on the ledge here.
'' Plate: Double jump required. In camera 40, jump up to the ledge, then drop onto the powerup floating just above the spikes. You will die unless you have invincibility.
L Plate: Jetpack and Hydravitor required. In Camera 18, drop into the water and move to the right. Double jump up to grab the powerup just out of the water in the right alcove. Easier with triple jump.
E Plate: Slidepack required. In Camera 24, slide down the narrow tunnel in the bottom right corner.
K Plate: No powerups required other than access to Camera 22. Directly opposite the top left door, past some chargers.
I Plate: Triple jump required. In Camera 20, triple jump up into the cave with 2 seekers in it. The powerup is in the centre.
E Plate: Triple jump required. In Camera 28, triple jump up the small chimney in the top left of the room.
Thanks to Max for the walkthrough!
Posted by: Mike | November 30, 2010 4:16 PM