An adventure of epic proportions. Perfect for young readers.

Psychout


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Rating: 4.5/5 (193 votes)
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ChadPsychoutFind the key, get to the door, advance to the next level. Sounds like your everyday platform game, right? Well, it could be, but not in this puzzling instance. Strap on your straitjacket, and step into the psych ward of Funcrow's Psychout, where not everything is necessarily what it seems. Level by level, the laws of physics will continually change; sometimes gravity is controllable by a press of your finger, and sometimes you can scale a wall, and cling to ceilings just by walking. See an insurmountable trap? As long as you embrace your insanity, the challenge just might be easier to overcome than you initially thought.

You control your little psychotic with the [WASD] or [arrow] keys. During gameplay, you will encounter red-knobbed action levers, that have different uses on different levels, and you can activate or deactivate them as necessary with the [S] or [down] key. Impish graphics and music straight from a madman's circus add to this whole experience, as well as a few obvious gameplay nods to classic games like Pong and Super Mario Bros. Escaping from this asylum probably won't take you as long as would to break out of a real mental hospital, but it will provide you a fun little diversion from the everyday world of sanity.

Play Psychout

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Psychout Walkthrough

  1. Run through from left to right. Take the key and duck through the door.

  2. Keep holding right; the protagonist will automatically run up the wall, take the key, transfer to the ceiling, and go through the door.

  3. Jump (press W or UP) to get from ceiling the floor. The rest should be easy.

  4. The pit of spikes is partially covered by an invisible floor which extends three "squares" on either side. Jump at just the right moment.

  5. The doors warp you around! The order that will get you the key and to the door is: right, right, left, right, left.

  6. Go down the green pipe (press S or DOWN). The screen will change; quickly grab the key on the way down, then duck through the next pipe to find the door. If you miss, jump for the key.

  7. Jump and touch the "vertical platform" on the left. It's a game of pong! Use W/S or UP/DOWN to move the left paddle. There's no penalty for missing, so just get the key and then aim for the top or bottom edge to squeak by the right paddle.

  8. Use S or DOWN to trip the levers, which change the room's orientation. Don't forget to stop in and get the key.

  9. The key flees from you! You can run up the walls in this level, too. Trip the lever to turn on the electricity, chase the key into it, then turn it off and take the key.

  10. The platform's a trap! Run down the wall of the pit, jump to the other side, run up and to the door.

  11. Trip the lever to turn on the TV, then do the platforming on-screen. Don't jump from the moving platform, just run off it.

  12. Bump the brick block from below, take the mushroom, grab the key, run through the electricity, exit.

  13. Jump over the guard. Get the key and go back the way you came.

  14. Moving platforms! Time your jumps carefully so you don't hit your head. Just focus on missing the platform above you, then landing on it once you're above it.

  15. Drop through the spikes and land to the LEFT of the mushroom. Run up the wall, trip the lever to turn off the electricity, JUMP OVER the mushroom, get the key, get the mushroom, climb up to the exit.

  16. The vertical twin platforms sink when you stand on them. Let the lower-left platform sag until you've got the key, wait a bit, zigzag up to the top left, jump repeatedly to let the platform rise, and get from there to the exit. The far right platform is a trap.

  17. Platform maze! Stand on the platform, fidget until the protagonist locks in place, navigate to the key, navigate to the door. It's fairly easy.

  18. Press D or RIGHT to kick the protagonist past the pipes. Time it so he hits the key and goes through the door. (Hint: the pipes go dum, dum, dum-dum-dum, dum-dum-dum-dum, dum-dum, and repeat. Try kicking right as the dum-dum-dum-dum begins.)

  19. Each lever rotates both its platform and the room. Trip the upper-left lever twice, then get to the other lever and trip it once, jump up to the key, trip the same lever three more times, drop down to the exit.

  20. Ride the bubbles up to the key and then the door. You can only stand on a bubble for so long before it pops.

  21. Watch the spikes and run through them when the time is ripe. For the first and third sets, go when the spikes are vanishing one at a time. For the second set, go from the start to the key's chamber right after the three spikes vanish, then again from there to the end. And yes, you can run up the walls.

  22. Lower-right lever, lower-left lever, upper-right lever.

  23. The spikes start falling when you run under them, but halfway down they stop and start falling from the right instead, so make a U-turn and stand in the fallen spikes until they're all down. Then it's safe.

  24. 7 + 8 - 3 = 12. Hit them to change them.

  25. The platform's a trap! Just run up the wall when the path is clear.

  26. Trip the lever to make another you appear. Run up the wall in the middle, stand on your mirror image on the way up, jump so your twin avoids the spikes, get the key, go back the way you came, turn off the lever, make your exit.

  27. Invisible maze! Once you jump through the hole in the third level, go right for the key, or left for the door.

  28. Wait for the right moment, then hold right and don't let go. If you miss the first spike, you'll miss 'em all.

  29. Tricky timing here. The dude on top occasionally switches the electricity, and you want to be in the air when that happens. Get used to how long it takes him to switch it, and alternate between standing on the blocks and the gaps between them.

  30. Walk up to the princess and rescue her! Happy end!

11 Comments

Patreon Crew SonicLover June 8, 2012 9:40 AM

Psychout Walkthrough

  1. Run through from left to right. Take the key and duck through the door.

  2. Keep holding right; the protagonist will automatically run up the wall, take the key, transfer to the ceiling, and go through the door.

  3. Jump (press W or UP) to get from ceiling the floor. The rest should be easy.

  4. The pit of spikes is partially covered by an invisible floor which extends three "squares" on either side. Jump at just the right moment.

  5. The doors warp you around! The order that will get you the key and to the door is: right, right, left, right, left.

  6. Go down the green pipe (press S or DOWN). The screen will change; quickly grab the key on the way down, then duck through the next pipe to find the door. If you miss, jump for the key.

  7. Jump and touch the "vertical platform" on the left. It's a game of pong! Use W/S or UP/DOWN to move the left paddle. There's no penalty for missing, so just get the key and then aim for the top or bottom edge to squeak by the right paddle.

  8. Use S or DOWN to trip the levers, which change the room's orientation. Don't forget to stop in and get the key.

  9. The key flees from you! You can run up the walls in this level, too. Trip the lever to turn on the electricity, chase the key into it, then turn it off and take the key.

  10. The platform's a trap! Run down the wall of the pit, jump to the other side, run up and to the door.

  11. Trip the lever to turn on the TV, then do the platforming on-screen. Don't jump from the moving platform, just run off it.

  12. Bump the brick block from below, take the mushroom, grab the key, run through the electricity, exit.

  13. Jump over the guard. Get the key and go back the way you came.

  14. Moving platforms! Time your jumps carefully so you don't hit your head. Just focus on missing the platform above you, then landing on it once you're above it.

  15. Drop through the spikes and land to the LEFT of the mushroom. Run up the wall, trip the lever to turn off the electricity, JUMP OVER the mushroom, get the key, get the mushroom, climb up to the exit.

  16. The vertical twin platforms sink when you stand on them. Let the lower-left platform sag until you've got the key, wait a bit, zigzag up to the top left, jump repeatedly to let the platform rise, and get from there to the exit. The far right platform is a trap.

  17. Platform maze! Stand on the platform, fidget until the protagonist locks in place, navigate to the key, navigate to the door. It's fairly easy.

  18. Press D or RIGHT to kick the protagonist past the pipes. Time it so he hits the key and goes through the door. (Hint: the pipes go dum, dum, dum-dum-dum, dum-dum-dum-dum, dum-dum, and repeat. Try kicking right as the dum-dum-dum-dum begins.)

  19. Each lever rotates both its platform and the room. Trip the upper-left lever twice, then get to the other lever and trip it once, jump up to the key, trip the same lever three more times, drop down to the exit.

  20. Ride the bubbles up to the key and then the door. You can only stand on a bubble for so long before it pops.

  21. Watch the spikes and run through them when the time is ripe. For the first and third sets, go when the spikes are vanishing one at a time. For the second set, go from the start to the key's chamber right after the three spikes vanish, then again from there to the end. And yes, you can run up the walls.

  22. Lower-right lever, lower-left lever, upper-right lever.

  23. The spikes start falling when you run under them, but halfway down they stop and start falling from the right instead, so make a U-turn and stand in the fallen spikes until they're all down. Then it's safe.

  24. 7 + 8 - 3 = 12. Hit them to change them.

  25. The platform's a trap! Just run up the wall when the path is clear.

  26. Trip the lever to make another you appear. Run up the wall in the middle, stand on your mirror image on the way up, jump so your twin avoids the spikes, get the key, go back the way you came, turn off the lever, make your exit.

  27. Invisible maze! Once you jump through the hole in the third level, go right for the key, or left for the door.

  28. Wait for the right moment, then hold right and don't let go. If you miss the first spike, you'll miss 'em all.

  29. Tricky timing here. The dude on top occasionally switches the electricity, and you want to be in the air when that happens. Get used to how long it takes him to switch it, and alternate between standing on the blocks and the gaps between them.

  30. Walk up to the princess and rescue her! Happy end!

Reply
Username June 8, 2012 1:23 PM

Short, simple, and fun. Well done.

Reply
LuckyDee June 8, 2012 3:47 PM

It was fun, until I got squished between a platform and the wall on L14, and simply vanished while the game kept running.

No reset mechanism, no save, no being bothered to try again. Looked nice enough though.

Reply

I had a similar problem to (Un)LuckyDee, but fortunately I wasn't as far in to the game. On Level 5 my little psychotic got stuck running to the left forever, and I had to refresh. The lack of saving is annoying, but the game itself is quite clever, mostly casual and well worth playing as long as you don't run into any late bugs.

I liked the ending, but will say no more. :)

I wasn't so keen on the cheap deaths on some levels but there weren't many of those, at least.

Reply

I had the same problem too. I don't know what the level number was, but it's

the square level with levers on all four walls. I flipped them several times, and then one time the room rotated and caused me to disappear.

I couldn't do anything and had to reset the game. I understand that some errors are very hard to pinpoint, but the developer at least needs to add a save feature. Being unpredictably forced to restart the game from scratch is the opposite of fun.

Reply

I think the problem is that the version hosted here is not the latest one. It has been updated on Kongregate to include autosave.

Reply

New version online! The game has been updated to the latest version here on JIG. (Thanks, yaddab!)

Reply
CrankYanker June 9, 2012 10:23 AM

I'm gonna put my whole comment inside spoiler tags to not give anything away, but it's about the controls...

Frustrating. Maybe they're doing it to be cute, maybe trying to be inventive, maybe it's part of the storyline, but the lack of consistency on the controls killed it for me.

There were a couple of levels where the control scheme changed in the middle of the level, and it felt like just a cheap gimmick. I could understand (possibly) changing the scheme a bit between levels, but for the controls to sometimes function the same and sometimes backwards (while you're on a wall, or upside-down, for instance), and sometimes sideways... that drives me crazy. Sometimes, the "jump" key is relative to your feet (up toward your head), and sometimes to remain with the "up" key - with no rhyme or reason... enough for me.

I had high hopes for this game; I like the visual style, and the detail on the "rubber room" is pretty cute - also enjoyed the Mario references, but the controls were too unpredictable.

Reply

It might just be me, but the fact that the ending says

"Happy End"

makes me think

there might be a different ending, a sad ending maybe?

Reply

CrankYanker: I have played the game through a couple of times, and there is no level where, as you say, "the 'jump' key is relative to your feet (up toward your head), and sometimes to remain with the "up" key." "Jump" is *always* the up key, and when you jump your character always jumps away from whatever he is standing on (toward his head).

The only time the controls get somewhat confusing is when, for instance, you are pressing "right" and, after you walk onto the wall and then on the ceiling, "right" is still going in the same direction (which would be left, in this case, since you just walked on the ceiling), unless you release it and then press again, in which case the controls correct themselves. This is simply so you do not have to think about changing directions while you are in a continuous run. There is also one room, where you run around all four walls while avoiding spikes, where "right" is always "forward," toward the door, even if you depress it on the ceiling.

That, effect and one level, where your guy suddenly changes directions when you come out of a door on the ceiling (from "forward" to "actual right," to no ill effect), are the only areas where the controls could seem weird if you stopped to think about it.

However, if you consider the alternative, that you would be using "right" to go across the bottom and up the right wall, and then suddenly upon hitting the ceiling you would change direction unless you started pressing "left," (effectively sticking you in the corner as your character went back and forth between the ceiling and the wall), I think what the author has done is simply the most fluid and obvious choice.

Reply

Got stuck in a corner on lvl 5. No keys would work after that. I couldn't move, and couldn't find a way to restart the level.

Reply

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