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Ratings | | x1
Release Date 7 November 2005
Release Type Freeware
Content Advisory Occasional, mild | Frontal nudity | Frequent, strong
Setting Contemporary
Genre Horror
Story Original
Play Length Medium Length Game
Graphics 320x240, 32-Bit Colour
Downloaded 22,201 All Time

About

Are you ready for this? Then step into the dark world of Lost In The Nightmare and face your darkest dreams..

An 'interactive horror adventure' by Ahmet Kelesh, with pre-rendered 3D graphics and cutscenes with cinematical camera pitches.

Pre-rendered 3D backgrounds taken from the Half-Life engine are used in Lost In The Nightmare. I'm preparing the HL maps with Valve Hammer Editor by myself and using modified versions of the textures and models of the mods like They Hunger, Medieval World.

Story:
The main character is Burak Guney, a private dedective who used to work for the police. You are hired to find three university students who got lost in a forest near the Karabalta Town while camping. They have been lost for 3 months and the police couldn't find any clue what happened to them. You'll stay in Karatas Hotel during your investigate. But soon you will learn that something is wrong with this cursed town....

Gord10 Producer/Story
A Short Nightmare Author
Ahmet's AGS Fight Game 2009 - Source Code Scripting,graphics
Ahmet's AGS Fight Game Remix Scripting Sound and Original graphics
Are We There Yet? 2 producer
Asporia: Hidden Threat Scenario, 3D levels, scripting
Great Stroke Off!, The "Drunken Violent Bums" Video Game.
Lost Answers Author
Lost In The Nightmare - Demo 3D mapping, scripting
Lost In The Nightmare 2: Unforgettable Memories Demo 1 Author
Lost in the Nightmare: 'Save Our Souls' Author
Rufus story the Ahmet's AGS Fight Game module
Self Author
Triangle Head's Adventure Programming, arts and story
Utopia of a Tyrant Author

Redrum89 Beta test
Coyote Episode I: The Mexican Creative input, Betatesting
Deflus Technical Demo Sprite and portrait art, cutscenes, story
Horror Hospital Incomplete Demo Design
Lost in the Nightmare: 'Save Our Souls' Betatesting
Self Beta testing

Pablo Beta test
Buna Wants Beer Everything except music.
Chalk's Quest Everything except music.
Craft Of Evil Simple Save/Load Module
Deflus Technical Demo Background art, GUI design, scripting, story
Educating Adventures of Girl and Rabbit Graphics, programming, design, writing
Lost in the Nightmare: 'Save Our Souls' Betatesting
PiXiA: Rainbow of Havoc Voice Actor
Tomb of the Moon Art
Unbound Simple Save/Load Module

hedgefield Beta test
15 Minutes Designer, developer, and artist
A Date in the Park Testing & suggestions
Coyote Episode I: The Mexican Design, Graphics, Coding, Sound
Lost in the Nightmare: 'Save Our Souls' Betatesting
The Majestic Conspiracy demo Story, Graphics, Scripting, Sounds, Puz
TREX and Muscle SAM: A New Kickstart! Another Savegames with Screenshots Module

Awards & Reviews

Image by 4KbShort

AGS Awards 2005 Nominee

AGS Awards 2005 Nominee

Best Use of Sound

AGS Panel Rating

Pick of the Month

December 2006

Ah, 'tis the season... in-laws, distant uncles, great-aunt Doris' big slobbery kisses... its like being trapped in a bad dream! Get in the festive mood with this gory horror game. The English may need a little work, like Robotragedy, but otherwise Lost in the Nightmare is an excellent game. But don't let the

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22 votes

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Comments

Showing 5 of 11 comments


By Tartalo on 4 April 2007

I couldn't finish it because I got stuck without the possibility of doing anything. it seems a bug.

I wouldn't call this a "game", there are no real puzzles and the story goes completely linear.

That said, the story really catches you and makes you want to know more, and the music helps a lot in creating the atmosphere, maybe an Interactive Story format was more appropriate for what the author had in mind.

I had the feeling of being testing an concept more than playing a finished game. I would really love to see a remake of Lost in the Nightmare with a clearer concept, as Interactive Story or as Adventure game, but this middle point doesn't make justice to all the effort that has been put on it.

In conclusion: a good story and atmosphere in the wrong body.


By cajunpepper on 17 March 2007

A pretty decent game. Plays alot like a interactive movie but it suits this type of storyline. The backgrounds could of had better graphics and there should of been more stuff to interact with. Plus some parts are glitchy as hell (for me). Although I do have to commend you for the graphics because although they were a little bit badly done, there was alot of effort clearly put into them. The music was great to listen to, set the mood for the whole game. The storyline was great too, not too complicated, but had enough depth to keep you interested. I especially loved the fact that it seemed alot like a silent hill game, from start to finish. It really made me reflect on how good those games were. Anyways good job with this game, looking forward to the sequel.


By Fornax on 15 January 2007

Ah! I misunderstood. The eye-poking scene was in the nightmare, so that explains why you could still 'see' afterward. My mistake. Thanks for writing back.


By Gord10 on 14 January 2007

Thanks for your all constructive critiques, Natch :) You are all right about them... I will try to avoid that kind of mistakes (like lack of perspectives, undetailed interaction, etc.) in my current game project (Not LitN 2, though; as it is 'frozen' for now. I'm currently working on another game called Karasis).

And about the "2 eyes poked but still able to see": I was all aware of this illogicallity, it actually had a hidden symbollic meaning that I don't want to reveal. And also this didn't happen in reality, just in nightmare; this is anothyer excuse for the illogical event :P

Thanks again for your comments!


By Drajko on 13 January 2007

This is a large game (in file size) so I was reluctant to download it. But with all the positive reviews above I became convinced it was worth it and took the time to download and play it.

To be honest, it wasn't an entirely positive experience. I'd like to make some comments, because I really expected more from a game this size. And because I think it could be improved.

First, I agree on the translation problem. The game will continue to suffer until that's fixed. It's hard to understand the dialogue otherwise.

But I disagree with the other stuff. I can't see any branching story. It all seems quite linear: there don't seem to be any subquests or alternative approaches to doing things. It's just clicking around until you find the action that proceeds the story another step.

It would be great if you could find a key or something behind a couch and open one of the other rooms and gain an insight into the other inhabitants of the town, so it wouldn't seem so much like a stage set.

But almost none of the objects depicted in the game world are actually interactive. There are crates, doors, fixtures, furniture yet most aren't clickable or give you no feedback. It's like there's no depth to the game world. This could easily be fixed with more hotspots and a few simple messages.

The same goes for locales. There's a town but you can't explore it. All you can do is walk straight up to the building where you need to find the NPC with whom to speak next. How did you know it was THAT building? There was no need to hunt around, your course is laid out (hence the linear comment).

There could have been a couple of other angles so you could at least get the feeling it was a town. To keep the player from wandering there could have been locked gates/construction barriers/fences/etc, rather than empty space which you just 'can't go into' because there's no link.

The 3D graphics make for an interesting style but they could do with a little more detail. Some of the buildings are just cubes with windows painted on.

But worst of all is the eye-gouging scene. I could forgive everything else but the absurdity of this scene turned me off the game.
I could not believe you can have your eyes removed and still see, albeit fuzzily. Was the demon inept at his torture? Did he only partially poke them out? Or do you have some miraculous sixth-sense? Whatever. I lost all suspension of disbelief after that point and soon stopped playing. One eye gouged out I could understand (ala Thief: The Dark Project) but BOTH?!?

It's a horrible and frightening plot mechanic when used on ANOTHER character, or if you somehow escaped before BOTH eyes were poked - but to have blood streaming from your eye-sockets and suffer only a case of slight myopia is absurd. I see less when I take off my glasses. Maybe I should get that demon to fix my vision?

All in all, it's a game with some potential, but I think it needs a little improvement before it deserves an adjective like 'amazing' or 'awesome', especially considering it's large size.
I'm considering giving the sequel demo a try but..

that's my 2c.


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