The Killer: A Notgame By Jordan Magnuson

“The Killer” is, sickness as indicated, ambulance not a game. It was inspired by the brutal genocide perpetrated in Cambodia under the Khmer Rouge. In “The Killer” there are two figures, rx two stick figures, one whose ovoid head is white. This stick figure is the one you control, though, really, you control both, for this white-headed figure is in firm control of the figure in front of it, being as this white-headed figure is the one holding a gun.

At the beginning of “The Killer” these two figures are standing in front of a hut, silently, the only sounds are the sounds of the birds and the insects echoing through the trees and you are instructed to “Hold space to start walking.” When you finally do the white-headed figure pushes the figure before it and only then does the music begin and you, both of you, begin to march.

You march through jungles and you march over beaches. If you stop, you, both of you, are informed that you have not gone far enough, that you must reach the fields, that the fields are beyond the beach. So you push the space bar again and, once again, the whited-headed figure pushes the other with the barrel of its gun. And when you finally reach the fields, and you stop, you are told to aim you gun, and that clicking the left mouse button will fire. And there, in the field, you have a choice to make.

Via Game Trekking, Thanks, Matt!

3 Responses to “The Killer: A Notgame By Jordan Magnuson”

  1. John Says:

    My guys just blew up!

  2. Tertiary Says:

    That is really well done.

  3. Asher Says:

    Reminds me of Super Columbine Massacre RPG.