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  • Awesome Music: The title screen.
  • Breather Level: World 5 can actually be this after the frustrating jumps at the end of world 4.
  • Esoteric Happy Ending: The good ending plays this for laughs: If you get all of the gems, both you and the princess turn out to be eldritch abominations, but you both get to live happily ever after.
  • Funny Moments: The good ending can be one. See that giant red eye on the Nightmare Fuel page image? Now replace the iris with a heart. In short, first the Princess, then your hero, turn into horrific monsters. The implication manages to turn a horrible ending into a very strangely humorous idea: life is life, and even dark creatures go through it and love in their own distinctly twisted way. Now, picture watching that ending and listening to "Always Look on the Bright Side of Life".
  • Good Bad Bugs: In the original version, dying too many times grants you the ability to evert at will, but don't evert backwards past X-1, as that crashes the game.
    • Also, you can do this in Steam version. Go to the sixth level. Some time after Advancing Wall of Doom appears, you will be near the finish and eversion point. Go to the place on the top of the screen, so the eversion point would be right below you. Then jump so you will be at the top of the screen when you die, and MASH THE EVERSION BUTTON LIKE THIS GAME DROVE YOU INSANE. If done right, you should be able to evert any time you want. Just don't go to menu or near any eversion points.
  • Heartwarming Moments: The Happy Ending. Yes, the Princess turns out to be yet another Eldritch Abomination. But it turns out you were one of her kind too all along, so you two get to live Happily Ever After.
  • It's Short, So It Sucks!: The game did get this from a few reviews.
  • It Was His Sled: Who doesn't know the true nature of this game's world?
  • Memetic Mutation:
    • If some of the lines such as READY! TO DIE and BEHIND YOU aren't already memes, then they should be.
    • Those familiar with DeceasedCrab's run will inevitably think, "STOP YOUR CHEERY LIES!" at some point while playing.
  • Moment of Awesome: The Happy Ending.
  • Narm: The warped music from X-6 can be this, due to the randomness of when it speeds up, and how the monsters' speeds seem to match it.
    • Also the explosion of blood when you kill a monster.
  • Narm Charm: Although the music from X-6 is pretty goofy, it's actually kind of scary when put into context; you're not only entering a realm of physical impossibilities, such as bodies containing 50 times more blood than they should possibly hold and enemies moving without the help of arms or legs, but you're entering a realm where even the sound is messed up.
  • Nightmare Fuel: Read at your own risk.
  • Once Original, Now Common: "Game that starts out cheery and gradually shifts to being dark and messed-up" was still pretty novel when Eversion dropped in late 2008. Nowadays, in a world where this setup is both fairly common and increasingly criticized as relying too heavily on shock value and subverting audience expectations without any payoff, it loses a lot of that novelty. It's not uncommon to find latter day netizens who stumble upon to the HD version on Steam, bang it out in a few hours, and are baffled to learn that it was ever highly regarded.
  • Paranoia Fuel: This game does a goddamned good job at toying with the player's sense of dread. Dying in the later stages will sometimes replace the "READY!" prompt with "BEHIND YOU" or "I SEE YOU". Or "GIVE UP". Or "GAME OVER". Or just a plain black screen. The "I SEE YOU" message seems to be foreshadowing for something that happens after the game is cleared with the good ending. On the other hand, the "I SEE YOU", "STOP" messages are particularly disturbing when you are making modifications on the game's files.
    • The endings, especially Nehema (and Zee Tee in the good ending) turning into a horrible monster, certainly can make you nervous, always looking over your shoulder...
  • Slow-Paced Beginning: The game seems like a Sugar Bowl Mario-clone platformer at first, but after a few levels, you need to figure out how to "evert" in order to solve the puzzles.
  • Suspiciously Similar Song: Originally, the game used music lifted directly from the obscure Famicom game Cocoron for the title screen and first world. Since that isn't exactly fair use, version 1.7 replaced these two tracks with original compositions clearly inspired by the Cocoron music.
  • That One Level:
    • World 4 and its introduction of the Hand enemies.
    • The Advancing Wall of Doom levels definitely qualify as this, particularly the second, where you have to outrun a huge mass of what looks like blood, with Evil Hands flying from it, having to dodge the Evil Hands shooting up from the pits, AND having to navigate a maze near the end of the level which requires both speed and pixel-perfect positioning to get through the gaps in the maze (because if you're even slightly to the left or right, it won't let you through, which is made particularly aggravating by all of the above factors) in order to get the final five gems of the level in question.
    • Level 6. The Advancing Wall of Doom from 3 returns, on a world difficulty one higher than any you've encountered so far, with a much harder maze to navigate and GODDAMN HANDS flying across the screen.
    • 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.
    • How about World 8 in the new version? Zaratustra was nice enough to remove the random eversions...but enough of a Jerkass to make a newer, and much longer stage with even more difficult platforming and Endless Corridors that loop until you find the next eversion point. Oh, and you need to loop through one section once in World 8-6 just so you can clear out enough blocks just so you can get through it in 8-5. And if you die after the halfway point through the section? The blocks, which are no longer accessible thanks to a still killer wall, regenerate, causing you to waste even more time!
  • Ugly Cute:
  • Watch It for the Meme: For the increasingly horrible universe the game is set in.
  • What Do You Mean, It's Not for Kids?: The game looks like just another Mario knockoff, with a simplistic Save the Princess story, bright colors, smiley blocks, and frolicking Goomba-like enemies... until you hit 4-5, where demonic hands launch out to kill you, the world around you becomes a barren wasteland, and the flowers turn into thorny spirals. Lampshaded by the start-up screen, which states that the game is "not suitable for children or those of a nervous disposition".

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