Eversion (Darth Wiki)



What would happen if HP Lovecraft worked for Nintendo?

A Puzzle Platformer where the hero has the ability to warp the very fabric of reality, but only at certain points.

As the journey goes on, the world around you falls apart, and nameless horrors emerge.

At the end of this journey, there will be nothing but the darkness.

""NOT INDICATED FOR CHILDREN OR THOSE OF A NERVOUS DISPOSITION.""

- The author

You can download the game here.

This nightmare possesses examples of:


 * Advancing Wall of Doom: One pitch black one appears in the third level, and the sixth level has another one... made of blood, which may be the avatar of Yog-Sothoth. That shoots out those damned hands of doom.
 * And I Must Scream:
 * And Then John Was a Zombie: One interpretation of the good ending.
 * Anti Poop Socking:
 * Inverted once you unlock the timed run feature:
 * Auto Scrolling Level: levels 3-4 and 6-7 in old versions. Later versions no longer require waiting for the platforms to scroll in view, but causes the Advancing Wall of Doom to behave like a Rubber Band.
 * Beast and Beauty: The first ending  The second and third endings avoid this trope entirely,
 * Bleak Level: The last level.
 * Bloody Hilarious: When you couple Yakety Sax with a fast-speed montage of a Let's Player's many deaths, it can qualify for a Crowning Moment of Funny.
 * Breather Level: World 5 can actually be this after the frustrating jumps at the end of world 4.
 * Brutal Bonus Level: Only available if you get all the gems and also introduces the final eversion. In earlier versions, it starts warping randomly between them all. Version 1.7 replaces it with a maze-like level.
 * Completely Missing the Point: In the Crispy Gamer review of this game, the reviewer says about the game's recommendation to play alone at night "There certainly were not any special "alone at night" effects, nor any creative use of the system clock."
 * Content Warnings: The above quote, displayed when you start up the game. You're thinking that since this is a cutesy platformer at first, that it's just a joke.
 * Crap Saccharine World: The entire game world is falling into decay and ruin, occasionally getting eaten by giant walls of nothing before turning malevolent and irredeemably evil. The bad ending is when ; the good ending is where
 * Another interpretation is that you
 * Given how evert points operate and the ending, a more natural interpretation may be.
 * Crowning Moment of Heartwarming: The good ending.
 * Crowning Moment of Funny: The good ending can be one.
 * Cruel Twist Ending: The endings are considered this, but the bad ending fits even better.
 * Dark Reprise: Does the music for X-6 seem familiar?
 * Dark World: The entire point of the game is to progress between various stages of Dark Worlds.
 * Demonic Spiders: The hands.
 * Dramatic Disappearing Display: Your score goes away in X-7, then everything but the gem counter in 7-8, and the whole thing in world 8. In time attack mode, however, the timer is always displayed during gameplay.
 * Dual World Gameplay: Practically all of the gameplay is this to considerable success. There are 5 to 8 extra layers depending on version, but per level, you'll only be using 2 or 3 of them. At different layers, different objects may be obstacles or even enemies. In the lower levels, clouds can be platforms. In the lowest levels bushes are obstacles, go higher and they are simply dead, with flowers as thorny, spikey death traps, just before that they are just dead and background art. Each of these has an effect on the flow and timing of the player's jumps adjusted for the different levels. Enemies are deadly to different degrees with different one optimised for different levels.
 * Dummied Out: In normal gameplay, . At least, before 1.7.3 introduced Time Attack Mode, which have the gems serving to reduce time. But prior to that they do exist, probably so going to X-8 with gems around wouldn't kill the game in earlier versions.
 * In addition, hacking the game reveals levels X-9 and X-0. 9 appears to be a Minus World (all the monsters look like you, and the level properties are whatever they were in the previous layer you were in). 0 was the world used in the map editor, with white tiles. All shrubs are replaced with the word and question mark "Goal?", which triggered the "bad" ending.
 * Earn Your Happy Ending: Brutally subverted with the bad ending. The good ending may or may not be a Double Subversion.
 * Ear Worm: All of the themes are ear-wormy. Some of them will haunt you for a long time!
 * Eldritch Abomination: In the good ending,.
 * Eldritch Location: As you continue everting, the world becomes more and more like this, peaking in X-8.
 * Endless Corridor: World 8 in version 1.7.3 onwards. If you don't find the evert point within two sections, then then you'll have to go through them again until you end the section after everting to lower dimension.
 * Esoteric Happy Ending:
 * Everyone Is Jesus in Purgatory: The author based this game upon an idea from HP Lovecraft's Commonplace Book:
 * Eye Scream: The fate of the first box in level 4-1.
 * Faceless Eye: The normal enemies in X-4.
 * And gem blocks in the world X-8.
 * And almost faceless those stone enemies in world X-7.
 * Fission Mailed: In X-6 to X-8, dying will sometimes
 * Four Is Death: World 4, the Wham Level.
 * Also, in X-4, the goomba-like monsters stay still, as if they are dead.
 * X-4 is kind of a dead world. Everything's a dull shade of grayish-green, the plants are curled over, the water is poisoned and lifeless, the boxes have flat expressions...
 * Gainax Ending: All of them. Have fun on the Wild Mass Guessing page.
 * Game Over: The only way to get one in this game is to
 * Genre Busting: It's a platformer, puzzle, and horror game, all at once.
 * Giant Eye of Doom:
 * Giant Hands of Doom: The hands.
 * Goomba Stomp: In later worlds, this results in massive fountains of your enemies' blood.
 * Goth Spirals: The bright purple flowers from World 1 gradually wilt into gray stalks that become spirals in World 5. As if that weren't enough, they acquire Spikes of Doom from World 6 onward. In HD version, more can be seen in the background during later worlds. And let's not forget what happens to the face blocks in World 7...
 * Grotesque Cute: That adorable little flower can make his enemies (or himself, if he's not careful!) explode into globs of blood!
 * Guide Dang It: Most players who play the new version of the
 * Getting those last five gems in level 6 is frustratingly difficult to say the least
 * Getting to the end of level 6 is frustratingly difficult without that, let alone getting all the gems while you're at it.
 * Level 7 and those last few gems... and just when you think you've got the blocks destroyed and the gems popped out, if you should ever die in between grabbing the gems, YOU HAVE TO DO IT ALL OVER AGAIN. AARGH. Cue the head-smashing.
 * Partly averted as most Guide Dang It moments are shortly after automatic saves and you have infinite lives to try everything. In the first example given,
 * Heartbeat Soundtrack: X-7. X-8 features accelerating heartbeats. X-5 also has a very slight heartbeat.
 * Hell Is That Noise: Those hands! Those horrible screeching hands!
 * Hidden in Plain Sight: The after-game logo is hidden behind the pre-game logo, and vice versa.
 * High Pressure Blood: Levels X-6 and beyond.
 * Hope Spot:
 * Interface Screw: The later parts of worlds X-6 and X-7 are plagued by creepy glitches, messages, and other oddities in your UI. For example, your score starts turning into gibberish In the endings,
 * Invincible Minor Minion: In version 1.73, rock monsters in X-7 and X-8. And normal enemies in X-8 respawn.
 * Its a Wonderful Failure: Get the bad ending Game Over sequence, and
 * It Gets Worse: The game world slowly decays at first, but by level four, it descends into outright madness and chaos.
 * Layered World: In fact, there are 8 layers. Three where things are relatively friendly, midpoint where things are indifferent and four worlds of evil.
 * Ludicrous Gibs: In levels X-6, X-7 and X-8, get used to showers of blood every time you kill an enemy, or die. In version 1.73, enemies in world X-8 emit black smoke before resurrecting again though.
 * The Maze: Version 1.73 replaces the final level with sections which loop in pairs if player doesn't evert and end the section with other eversion.
 * Meaningful Name: Nehema, the Princess, is another name for
 * Mind Screw: The endings are, to say the least, ambiguous.
 * Minimalism: At least, in the non-HD version. Maybe even then: the color palette hasn't changed much, the graphics are just larger and more detailed.
 * Minus World: Ten of them, but they are only reachable by hacking though.
 * Mood Whiplash: Oh, so much.
 * Mordor: Levels X-7 and X-8.
 * Musical Spoiler: Before you evert, you'll hear what you're everting into. Every time you evert, the music gets less and less cheerful. First it mellows out. Then it becomes dramatic. Then it becomes weird. Then it becomes oppressive. Then you hear the mellow music as if played on a broken record player. Then all you hear is a beating heart. And after that, cue the Psycho Strings...
 * Multiple Endings: Two in the free version, three in the Steam one.
 * Nothing Is Scarier: World X-7 replaces the music with a heartbeat.
 * Aside the music, World X-4 is where this trope truly begins.
 * One of the randomly selected "READY!" screens in World X-6 to X-8 is.
 * Additionally, after you have seen the, the normal "READY!" may feel like this.
 * One Hundred Percent Completion: Needed to unlock the "good" ending.
 * Overdrawn At the Blood Bank: Levels X-6 and beyond. Even assuming your little flower-guy has blood to begin with, there's no way his little body could hold that much.
 * Paranoia Fuel:
 * The endings, especially, certainly can make you nervous, always looking over your shoulder...
 * Playing the Player: You probably thought it was a nice, happy platformer... until your first few eversions.
 * Prepare to Die: In Worlds X-6, X-7 and X-8, sometimes you'll get the "READY!" prompt, . It works on X-5 as well, but very rarely.
 * Save the Princess: What you may well decide you didn't want to do.
 * Scenery Gorn: In the High Definition version,
 * Schizophrenic Difficulty: World 4, 6 and 8 are harder than 5 and 7.
 * Schmuck Bait: To those who didn't have this game spoiled for them: admit it, you were wondering why the cutesy-looking platformer game was marked as "not for children or those of a nervous disposition". The fact that it starts with a quote from Lovecraft should have clued you in.
 * Scrappy Level: Both of the Advancing Wall of Doom levels, but especially the second one. In World 7, there's a section that lifts you back to the first, happiest level, in order to open two cubes with gems in them, and then evert back to the higher levels to access them. If you die anytime during that point, the gems disappear, forcing you to do it all over again.
 * Scoring Points: Watch what happens to the score meter when you go to X-6.
 * Shout Out: The Steam achievements Metaphor for the Atomic Bomb and Beige Alert.
 * Soundtrack Dissonance: As you progress though levels, the end of world jingle slowly becomes a bit... unfitting, culminating at the end of the world 7.
 * The cheery Cocoron music (or its analogue in version 1.7.3 onwards) still plays over.
 * Spikes of Doom: The thorns from X-6 through X-8.
 * Sugar Apocalypse: World X-1 to X-8, AND F**KING HOW.
 * Sure Why Not: The Steam-exclusive third ending was based on a fan-edited screenshot of the original game.
 * Surprise Creepy: It's gradual, but it's still here.
 * Also found in this review of said game by The Gaming Pixie.
 * Suspiciously Similar Song: The original release of the game uses music from the Famicom game Cocoron. Version 1.73 uses music that sounds almost, but not entirely, like the music from Cocoron.
 * The Dev Team Thinks of Everything: See the What the Hell Player entry below.
 * Tomato in The Mirror: The other interpretation of the "good" ending. The distinction might be academic...
 * Trial and Error Gameplay: Plenty of it, but getting a hundred percent completion on world 7 truly goes above and beyond--it's likely to take at least as long as the entire rest of the game put together to finally get those last six gems.
 * True Neutral: X-4 is about as close as you get. Immobilized enemies, blocks with blank expressions, and the music sounds like it's only being produced by all of two instruments.
 * Wall Master: Level 4.
 * Wham Level: As mentioned above, level 4.
 * What the Hell Player: In the Steam version, the achievement for  is called "What Have You Done".
 * Wham Level: As mentioned above, level 4.
 * What the Hell Player: In the Steam version, the achievement for  is called "What Have You Done".

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