Tag Archives: Deep Sleep

The Deepest Sleep’s nightmare ends and begins anew

the deepest sleep capture

I kind of planned my playthrough of Deeper Sleep just perfectly to line up with the release of the third and final game in the trilogy, The Deepest Sleep, which came out last week. Alas, my weekend was busy full of party planning, party partying, and party recovering, so I only just got around to returning to the darkness last night. The sad truth is that all three of these games are small, quick adventures, ones you can burn through each of them in under 10 to 15 minutes if you really put your heart in it, and so I did my best to make this last as long as possible, and thanks to a game-stopping glitch, it definitely stretched my playtime.

Right. So, at the end of Deeper Sleep, you go down a dark well and find a terrifying “To Be Continued” screen. In this one, it starts with you trapped in a bed, then finding a flashlight, and then in some cult-like building with a bunch of seemingly random rooms to explore. Hmm, all right. Granted, you can always brush aside anything in dreams since reality-based reasoning has no place there. The Deepest Sleep feels both like a continuation in the series and its own unique thing, especially when you come across the newer mechanics not found in the previous two adventures.

I think you could die in Deeper Sleep, but I never did. Yeah, you’re impressed over my pointing and clicking skills, calm down. That said, I perished in my dreams at least four or five times in The Deepest Sleep, and these unfortunate failings stem from the fact that there is a time-based puzzle and stealth-themed bosses to avoid. Wait, is it true that if you die in your dreams…you die for realsies? Uh oh. Let’s not contemplate how I’m typing this blog post any further. Anyways, there’s one puzzle where you have to escape a grouping of three rooms swiftly or succumb to the Bottom Feeders, demons that thrive on darkness; naturally, I didn’t even realize this was happening until the YOU DIED screen popped up. Then you’ll come across a crazy-looking worm boss that can sense quick reflexes, so you have to tip-toe around it or get devoured, and these scenarios are tense and fantastic.

One of the final puzzles in the game revolves around collecting four chunks of stones with markings on them and placing them in a thing on the wall which, when put in the right order, will open a hatch and reveal a ladder. The order placement of the stones is determined by a drawing you find earlier, which is randomly generated, and I put the stones in the right place, but the hatch refused to answer. I even watched an online walkthrough where someone got the same pattern that I had, so I couldn’t figure out how to get past it. Granted, shortly before this stone puzzle, my Adobe Flash plug-in crapped out and I had to refresh the browser, so maybe that had something to do with it hiccupping.

The Deepest Sleep does some interesting things with its story to bring it full circle, but leaves a lot of room open for questions. Alas, they won’t ever get answered, unless scriptwelder decides to go back for more with The Deepest Sleep That Ever Deeply Slept.

Something continues to lurk in Deeper Sleep’s darkness

Deeper Sleep final impressions

I’m not going to deny it–I still think about Deep Sleep. It’s a really short, browser-ready atmospheric point-and-click adventure game I played last year that, by all means, should’ve just been a thing that ate up a few minutes of my day and then disappeared into a void, not worthy to take up space in my actual sliver of brain memory devoted to gaming. Trust me, over the years, I’ve dabbled in a number of instantly forgettable yet fun, small games, just things that you experience for a moment and then move on. In fact, Deep Sleep inspired me to try some of that very popular “talk and play games” video stuff, though I’ve not really done much else with that medium since.

Anyways, Deeper Sleep is the direct sequel to Deep Sleep, where you basically find yourself stuck in a waking nightmare. The original game had a wonderful sense of atmosphere, a murky, pixelated look, sounds that could shake you still, and some highly tense action moments where timing your clicks was vital to staying alive. I really loved it, but never moved on to the readily available sequel…that is, until now. Also, this is my fiftieth game beaten in 2014, and we’re only halfway through the year, so we’ll see if I can break one hundred or not by the time that big ball in New York City drops.

In Deeper Sleep, you go to the library to investigate more about lucid dreaming, seeing as you are now obsessed with the subject. Unfortunately for you, the world dissolves, and you find yourself back in the nightmarish stomping grounds from Deep Sleep. This time, however, you get to learn a bit more of the world(s) and its inhabitants through a prisoner and his various dialogue options though, when I think about it, that’s all this prisoner is there for, so could be totally skipped or missed by some players. Regardless, it is much of the same pointing and clicking and scouring of dark rooms for clues or items that can help you progress. I believe the inventory system remains the same, too, so it should be familiar territory for many.

Overall, I found Deeper Sleep to lack a clear goal, which, let me tell you, is basically descend down the well in the woods and see the “to be continued” screen. And don’t get killed by the creepy girl in the attack. However, in the original game, you didn’t want to be asleep, and so your goal was to find a way out, a means to wake up. Here, you are probably not surprised to find yourself back in this maddening dream-world, and all you want to do is find out more about it…but where and how is never explicit. Once you are able to unlock the door to the outside woods, the game sort of becomes convoluted, having you wander this way and that, and there are two paths that are extremely difficult to notice, which made puzzle-solving impossible until I looked up a walkthrough to see what I was missing.

The use of items always makes logical sense, such as putting batteries in a flashlight and combining thread and the sewing needle, and then using them on key parts of the screen is easy enough to figure out. I just worry that a few of the locations are purposely hidden and shrouded in gloom to force the player to initially miss them, elongating their plight. This proved extremely frustrating, as I felt like I was on a good track for most of the game until I hit the outdoors and that empty flour bag puzzle and had no idea how to fix the bag without thread; nope, going back to the room with the sewing machine resulted in nothing. Turns out, I had just missed a path four or five times in a row.

There’s a collectible this time around in the form of scraps of paper, which ultimately make up one complete note. These are depicted as tiny balled-up wads of paper, often in plain sight, but also easy to gloss over. I got 14 out of 15 by the end of the game, so yeah…no idea where the last one is hidden. Either way, it’s a decent thing to collect that also tells us a bit more about these lucid dreams, but also a bit of a cliché in the survival horror genre, as I think you pick up notes in both Slender Man and Daylight, as well as a number of others.

While Deeper Sleep doesn’t pack the same punch as the original game, both in terms of scares and exploration enjoyment, it’s still a worthy, entertaining adventure to see through to the end, and I’m very much looking forward to the release of The Deepest Sleep, the last in the trilogy, in just a few days.

My first “Paul Plays…” video, covering Deep Sleep

Okay, so here’s the thing. I played a bit of Deep Sleep, which I recently wrote about, and talked as I pointed and clicked. I’m tentatively calling these things “Paul Plays…” with the intention of naturally doing more. My audio is relatively low compared to the game’s audio, and it’s been an ongoing process, learning how to do this on my own. I will try tinkering with my microphone settings some more before the next go. If any of y’all have tips or suggestions, by all means–share with me. Otherwise, give it a click.

Thanks for checking it out!

Wake up or just keep dreaming in Deep Sleep

deep sleep capture

I apologize for being late to the party–though I’m always late to the party or never invited to begin with, cue the industry standard wah wah waaaaah sound effect–but I’ve just discovered this Game Jolt website, which is full of free-to-play Flash and downloadable games, spanning all the genre categories we’ve come to embrace over the decades, such as action, adventure, platformer, and so on. Basically, it is stuffed with stuff, and I’m sure not everything is the height of excellence, but one will never know until they look. I already examined my fear of lakes with Lakeview Cabin, which I found to be really engaging despite the lack of a clear goal, and now I’m here to share with y’all the point-and-click spookiness that is Deep Sleep.

No surprise here, but the game is about lucid dreaming. That’s the rare phenomenon when a person becomes aware that they are dreaming, existing in a peculiar place between consciousness and not. I can’t really say I’ve experienced it myself, though I do occasionally have dreams where a bell or phone is making noise only to snap immediately out of it and realize my alarm clock is going off. Don’t think that’s the same thing, but the queer feeling taking over my body a second after all that goes down is still hard to shake. It’s not explicitly clear who you are playing as in scriptwelder’s adventure-horror game, but you have somehow gained consciousness within a nightmare and must find a way to wake up.

As a point-and-click adventure game, Deep Sleep works just fine. You move across various static screens and click on items to pick them up or receive a description. Some puzzles block your progress forward, but they’re designed logically, so you basically just have to think about how you would, in real life, open a very hot crank handle to a boiler. Oh, and there’s a wee bit of pixel hunting, as some screens are very dark before you get the flashlight, and even then you might miss some key detail nestled in the corner. I did finish the game without using all the items, so I’m not sure if I just missed the spot to use the piece of coal, golden statue, and hook or if they were superfluous to begin with.

As a horror game, Deep Sleep is pretty effective, though I found it more unnerving the entire way through than downright scary. The “you have to wake up” recording is exceptionally creepy, as is the monster design and unsafe feeling you get as it follows you from room to room. There’s some fantastic sound design, with locked doors still shaking me on the inside thanks to my recent journey through Silent 2‘s apartment complex hallways. The game has a grainy look to it, which actually works better than you might initially suspect. And like a dream, it is piecemeal and littered with gaps in its storytelling, as well as a dab of uncertain world-building, but that’s okay–that’s ultimately the point. It is meant to keep you guessing, a mix of the real and unreal.

It’s clear why Deep Sleep earned first place for the Casual Gameplay Design Competition #10. If the stars ever align, I hope to be able to show you, too. Evidently there’s already a sequel ready for me to play, called Deeper Sleep. I’ll probably check it out soon, or maybe I should hold out for Even More Deeper Sleep. Thank you, thank you–try the fish.

2013 Game Review Haiku, #35 – Deep Sleep

2013 games completed deep sleep

Lucid dreaming can
Distort reality from
Horror, must wake up

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.