Train Of Afterlife (itch) Mac OS


'There is a place where souls go after death.
They all arrive with pending issues, unsolved business or regrets from their life.
And that is why they all try to go back.
However, at some point, they stop trying.
(Or someone makes them stop...)'

DESCRIPTION

AFTERLIFE is a 3D RPG with 2D sprites.

You are a soul who just arrived into the Afterlife and needs to go back to Life. As you play, you find out you are not the only one looking for a way to return from Death...

FEATURES

  • Explore the world and find hidden secrets.
  • Combat is not turn-based. Use your reflexes to evade and shoot at the right time.
  • Boss battles.
  • Original soundtrack.
  • Lots of humor!
  • Pretentious quotes about life and death.
  • Meet other souls!
  • Languages: English and Español

The film stars Liam Neeson, Christina Ricci and Justin Long. Hmm, what can I say here without giving away crucial elements of the story well, it’s a great film, makes for a really awesome catch-up. Train of Afterlife is a visual novel that takes a stab at the subject, by presenting you with a pretty interesting story about what happens in the afterlife and whether people have any say in how.

CONTROLS

[ARROW KEYS]: MOVEMENT
[Z]: CONFIRM / SHOOT
[X]: CANCEL / SPEED UP TEXT
[C] : HEAL
[M]: MUTE SOUNDS
[H]: HIDE ENEMY'S HP


DEVELOPMENT

AFTERLIFE is currently being developed by one person. To learn more about development or leave your feedback, you can find the game account on Twitter.

StatusIn development
PlatformsWindows, macOS
Rating
AuthorAFTERLIFE
GenreRole Playing, Adventure
TagsAction RPG, Exploration, Pixel Art, Retro

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One question... Does it not work on windows 7? Or is it because mine is 32bit windows?

It was made and tested on a computer with Windows 7 - 64 bit, so it should work. I'm working on an update for the demo and I'll make sure to compile it for both versions.👍

Really love the look of this. Will download the demo tomorrow and have a play!

had a lot of fun! been following the development because i got drawn in by the cool minimal art style. The combat is fun, the Undertale approach of 'shoot em' up' combat in an RPG setting.

Also, the writing is good, i like all the 'Rpg deconstruction' and 4th wall breaking going on. Like with Grim Fandango, i think this concept of afterlife being a normal chill place full of bureaucracy.

There are 2 things i think could really add to this game:

  • Non-linearity: maybe the game objectives can be approached without a set order, or maybe there could be some secondary quests that are not part of the main story.
  • A progression system: not necessarily XP, but a reward for engaging in combat. A motivation to engage with enemies that are not blocking any critical story paths.

Looking forward to learn more about what happens when we die!

Thanks for playing! You're right about the Grim Fandango vibes, I really love that game :)

I have in mind some secondary quests that I'd like to add so you can explore the world at your own pace.

About the progression system, I don't want to add anything too complex but it's true that you need a motivation to fight with enemies, I'm trying to keep the amount of fights to the minimum so it doesn't become too repetitive. I try to make each battle feel unique.

Thank you for your suggestions!

hey, any idea when you might release an updated demo or even the full game? timeframe? I'm curious to play the demo but also would wait if you were planning on dropping something new soon!

I am working on an updated demo, It should be ready on a couple of weeks. I think it's better if you wait, I feel the new version is way better :)

ok awesome yea I'd rather wait too. Looking forward to checking this out 👻

I had no idea that there was a DEMO! I am so very excited to try this out! Best of luck with your project. I've enjoyed watching the developments!

Hi! Nice to know you've been following the development of AFTERLIFE :)

I should point out that I added lots of stuff to the game since the release of this demo. Even though I feel it is a bit outdated, it can give a general idea of what the game is going to be. Hope you like it and good luck with your projects too!

Best demo ever! It's so polished, and the humor is even better than Paper Mario. I love the art style--I made something in this 3D gameboy game style once and I'm so excited that there's going to be a fully fledged game coming out that looks like this.


I hope the whole game isn't going to be so stingy with potions, though, because I'm really bad at skill-based action.

Thanks you for your comment! We all wanted a game with a 3D gameboy style! That's why I'm making it :)

About the potions, I think I'll add some places where you can heal for free.

Thanks for playing!

Time flew by while being immersed in AFTERLIFE. This game has the potential to become a huge hit! Worth checking it out!

Thanks for your comment! I'm working on the full release!

Game was made in Unity. I used Blender for 3d stuff and Aseprite for sprites.

Awesome work man, love the sense of humour, look forward to seeing more!

'You can't use the portal! WE need the portal!'

hey!! is it too much to ask for a MAC build as well? I really want to check this game :O!!

I made a MAC build but I can't test it (since I don't have a MAC).

Can you try it and let me know if you could play?

yeah sure!! I'll let u know as soon as i test it! thank u very much :)

man I love it!! just consider adding an option to change the volume of the sfx/music separately. Even though they were fine from my speakers while I put my headphones on my ears hurt from the sfx :P


But the game is overall really great.

P.S. I love your humor !! Cheers!

I'm glad you could play it! I will add those options for sounds.

Thanks for playing!

this is an extreamly good game it reminded me alot of undertale in the early stage's work a bit on it tune down the amount of attacks the player can make and make some damage tuneing's and add some items and BOOM you would have a new game on par with undertale

Thanks for your feedback! Of course, Undertale is one of my influences for making this game.

I released this demo to see if I was on the right path. So far, I'm happy with the feedback I received, so I'm working on turning this into a full game.

Death? Check. The Grim Reaper? Check. Random battles with random henchmen? Check. Attempting to figure out how to get back through a mysterious portal and back to the land of the living whilst simultaneously trying to stop a bad guy from doing the very same thing himself? Erm... check!

This game offers something so refreshing and unique, it's an RPG that doesn't take itself too seriously and yet has some wonderful world-building hidden behind the jokes and self-referential humour.

With some dedication and love, this can be a great addition to the world of subversive, genre-spinning RPGs, and I for one am definitely coming along for the ride! Keep up the awesome work =)

A way of looking at life after death different from what was already established 2000 years ago.

Afterlife
Developer(s)LucasArts
Publisher(s)LucasArts
Designer(s)Michael Stemmle
Composer(s)Peter McConnell
Platform(s)Windows, MS-DOS, Macintosh
ReleaseJuly 1996[1]
Genre(s)God game
Mode(s)Single-player

Afterlife is a god game released by LucasArts in July 1996 that places the player in the role of a semi-omnipotent being known as a Demiurge, with the job of creating a functional Heaven and Hell to reward or punish the citizens of the local planet. The player does not assign citizens to their various punishments and rewards since the game does this automatically. Instead, the player creates the infrastructure (roads, zones for the various sins/virtues, reincarnation centers) that allows the afterlife to function properly. Players are accountable for the job that they do because of their bosses, The Powers That Be, check in from time to time. The player also has the assistance of two advisors—Aria Goodhalo, an angel, and Jasper Wormsworth, a demon. Aria and Jasper provide warnings when things are going wrong with the afterlife, and offer tips on how to fix the problems.

The game is very satirical, with various references to pop culture (such as a passing mention of a 'San QuentinScarearantino' or sending a Death Star to destroy buildings if the player cheats too much).

Gameplay[edit]

The primary goal of the game is to provide divine and infernal services for the inhabitants of the afterlife. This afterlife caters to one particular planet, known simply as the Planet. The creatures living on the Planet are called EMBOs, or Ethically Mature Biological Organisms. When an EMBO dies, its soul travels to the afterlife where it attempts to find an appropriate 'fate structure'. Fate structures are places where souls are rewarded or punished, as appropriate, for the virtues or sins that they practiced while they were alive.

While the seven sins are based on the seven deadly sins, only two of the seven virtues correspond to the seven heavenly virtues.

Sins:

Virtues:

Alternatively, players can choose to lay down generic zones for fate structures, that can house all souls of all types easily. However, these structures do not support as much population or are as effective as the single virtues/sins, and are more of a short-term solution for lost souls who cannot find a reward/punishment.

Jasper (left) and Aria (right), the player's advisors

The paths that souls take through the afterlife depend largely on the tenets of the souls' belief systems. Depending on these tenets, a soul may visit a single fate structure or it may be rewarded/punished for multiple sins or virtues. Tenets also determine whether a soul will visit only Heaven, only Hell, or both, as well as whether that soul will reincarnate after it has received its final reward or punishment.

The player can view of the current distribution of sins and virtues on the Planet, as well as the percentages of EMBOs who believe in each of the tenets. The player may spend a considerable amount of money to influence an important EMBO on the Planet. This influence can cause the EMBO to adopt one or more of the sins or virtues, as well as persuade him or her to believe in the tenet or tenets selected. This EMBO will then spread their newfound ideals, which will cause a shift in the beliefs and sins/virtues in the surrounding area.

At the start of the game, the EMBOs on the planet will be at the lowest level of technology, which is fire. As the game progresses, new technologies are discovered, ranging from pottery to medicine to aviation. New technologies help the EMBOs to become more widespread on the planet, which means a larger population for the afterlife when they die. The development of new technologies can be assisted by wielding influence on an EMBO artist or inventor in the same way that EMBOs are persuaded to new tenets or sins and virtues.

Screenshot from the game

Most buildings in the afterlife produce Vibes, which are a measure of how buildings affect one another. Buildings can either produce 'good vibes' or 'bad vibes'. Fate structures need to be under the appropriate type of vibe (good in Heaven, bad in Hell) in order to evolve into larger and more efficient structures.

Train Of Afterlife (itch) Mac Os 11

As Demiurge, the player receives a yearly paycheque from The Powers That Be. The amount received is based on a number of factors, such as the number of souls that passed through the gates of the afterlife in that year.

Train Of Afterlife (itch) Mac Os 7

The player's afterlife is staffed by angels (in Heaven) and demons (in Hell). At first, all workers are imported and must commute from other afterlives, which quickly becomes expensive. The costs can be lowered by building Topias to house workers in the player's afterlife, making the commute unnecessary. Employment costs can be further reduced by building training centers, which train processed souls to become angels and demons.

Balance can be done in two ways. The first, the Micromanager, allows the player to browse a specific structure and adjust its balance level for free unless the player decides to lock the structure, in which case a maintenance fee is charged yearly. The balance level is measured in a grayscale bar, with the two extremes dedicating to research (permanent souls) or production (temporary souls). The Macromanager, on the other hand, allows the player to balance manually or automatically all fate structures of a specific virtue/sin simultaneously.

'Bad Things', which are akin to natural disasters, occur at random. Each one can be repelled by one of the Special Buildings that are granted as rewards for reaching population milestones. Bad Things can be disabled via an in-game menu. However, doing so decreases the player's soul rate by half.

Like most god games, Afterlife is open-ended and does not have set conditions for winning. There are, however, a few definite ways of losing the game. These include having an excessive number of unemployed workers (leading to an all-out war between Heaven and Hell), staying too deep in debt for too long, and the Planet's population being wiped out by either nuclear warfare or an asteroid event.

Afterlife

Development[edit]

Lead designer Michael Stemmle said the idea for the game came as he played SimCity, combined with a fascination for creating an organized afterlife 'that tickled my bone ever since I read Dante's Inferno'. In what he attributed to LucasArts being 'a rather experimental studio at the time', his pitch was approved and a team of 20 people would then work on the game. Stemmle wanted in particular to go 'whole hog goofy' by not having a setting trapped to reality, full of satirical descriptions and pun-based names. He found Hell to be easier to design, as 'ironic punishments are dime a dozen', leading him to find Heaven more creatively rewarding.[2]

Reception[edit]

Aggregate score
AggregatorScore
GameRankings75%[3]
Review scores
PublicationScore
AllGame[4][5]
CNET Gamecenter7/10[6]
CGSP[7]
CGW[8]
Game Informer8.75/10[9]
GameSpot7.6/10[1]
Next Generation (MAC)[10]
(PC)[11]
PC Zone(1996) 88%[12]
(1998) 72%[13]
Computer Game Review90%[14]
MacUser[15]
PC GamesA-[16]

The game received 'favorable' reviews according to the review aggregation website GameRankings.[3] A Next Generation critic called Afterlife 'a title that will immediately attract anyone who was even mildly amused by the mother of all sim-builders, SimCity', and praised the vast number of options and responsibilities, the characters, and the complex government.[10] They also made similar praises of the PC version, but with a lower score.[11]

Macworld gave Afterlife its 1996 'Best Simulation Game' award.[17]

References[edit]

  1. ^ abWard, Trent C. (1996-07-12). 'Afterlife Review [date mislabeled as 'April 29, 2000']'. GameSpot. CBS Interactive. Archived from the original on 2012-01-07. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  2. ^The Making of Afterlife, Retro Gamer
  3. ^ ab'Afterlife (1996) for PC'. GameRankings. CBS Interactive. Archived from the original on 2019-06-17. Retrieved 2020-07-23.CS1 maint: discouraged parameter (link)
  4. ^Brumbaugh, James W. 'Afterlife (PC) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  5. ^Savignano, Lisa Karen. 'Afterlife (Mac) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  6. ^Israels, David (1996-08-15). 'Afterlife'. Gamecenter. CNET. Archived from the original on 2000-08-16. Retrieved 2021-03-15.CS1 maint: discouraged parameter (link)
  7. ^Mayer, Robert (1996). 'Afterlife'. Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 2003-04-18. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  8. ^Carter, Tim (September 1996). 'One Hell Of A Game (Afterlife Review)'(PDF). Computer Gaming World. No. 146. Ziff Davis. pp. 208, 210. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  9. ^'Afterlife'. Game Informer. No. 41. FuncoLand. September 1996. p. 46. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  10. ^ ab'Afterlife (Mac)'. Next Generation. No. 22. Imagine Media. October 1996. pp. 185, 189. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  11. ^ ab'Afterlife (PC)'. Next Generation. No. 23. Imagine Media. November 1996. p. 275. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  12. ^Presley, Paul (1996). 'Afterlife'. PC Zone. Dennis Publishing. Archived from the original on June 10, 2008.CS1 maint: discouraged parameter (link)
  13. ^Shoemaker, Richie (July 1998). 'Afterlife'. PC Zone. No. 65. Dennis Publishing. p. 119. Retrieved 2020-10-18.CS1 maint: discouraged parameter (link)
  14. ^Kaiafas, Tasos (July 1996). 'Afterlife'. Computer Game Review. Sendai Media Group. Archived from the original on December 21, 1996.CS1 maint: discouraged parameter (link)
  15. ^Loyola, Roman (November 1996). 'The Game Room'. MacUser. Ziff Davis. Archived from the original on 2000-11-20. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  16. ^Klett, Steve (September 1996). 'Afterlife'. PC Games. IDG Entertainment. Archived from the original on 1997-02-07. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  17. ^Levy, Steven (January 1997). '1997 Macintosh Game Hall of Fame'. Macworld. Mac Publishing. p. 130. Archived from the original on 2003-01-08. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)

External links[edit]

  • Afterlife at MobyGames
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