-->''"You're an egg..."''

A freeware {{Metroidvania}} game chronicling the travels of an adventurous egg. Download it [[http://db.tigsource.com/games/an-untitled-story here]].

As the player progresses through the game, multiple separate paths appear, new powerups are found, bosses are conquered, and the plot slowly develops around your travels.

The game has a uniquely cartoony appearance that, though simple, is still endearing and convincing. With a huge number of different environments, many of which are wholly optional, a healthy sense of exploration is definitely rewarded. Oh, and the game is [[NintendoHard really hard]] at times, with some jumping segments being pull-your-hair-out difficult.

Compare to ''[[VideoGame/{{Crazd}} Craz'd!]]'', of similar gameplay, genre, and aesthetic.

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!!This game contains examples of:
* HundredPercentCompletion: 95 Hearts, 18 bosses, 10 golden orbs, the list goes on.
* AfterBossRecovery, which is nice because aside from {{save point}}s there is ''no way to heal.''
* AfterTheEnd: If you find the [[spoiler: secret library]], the world is apparently after the end of [[spoiler: humanity]].
* AlwaysCheckBehindTheChair: Very, very, ''very'' present. If you're aiming for OneHundredPercentCompletion, it's smart to check every corner big enough to hide a HeartContainer. [[spoiler:{{Averted|Trope}} once you find the crystal ball in [=SkyLands=]: it will give you vague hints for an ever-increasing cost.]]
* AnIcePerson: Finding the fireball charge upgrade in [=DeepDive=] will let you do this.
* AntiFrustrationFeatures: If you buy an item from the shop or unlock a treasure box but then die without saving, the upgrade will still be waiting to be picked up.
* ApocalypticLog: A secret area in [[spoiler:Dark Grotto]] contains the diary of a mining expedition that was attacked by the level's boss.
* AsteroidsMonster: The boss of the Farfall area.
* AttackItsWeakPoint: Every single boss except one is defeated by dodging its attacks for a little while, then [[GoombaStomp jumping on it]] or shooting fire/ice at it when it's vulnerable.
* AWinnerIsYou: The ending is nothing but [[spoiler:a white screen with something resembling the statue near the beginning of the game congratulating you, followed by a rather cute drawing of the protagonist and the pink bird holding hands, looking out over the sea.]]
* BettingMiniGame: Blackjack.
* BigBoosHaunt: [[DeathMountain the Curtain]] and [=the UnderTomb=], which feature ghosts as enemies (completely different ones from those important to the story). The latter has entire flocks of them.
* BlackoutBasement: Dark Grotto, which is so dark that you and the torches only reveal a very small circle. Many monsters that you can't possibly see or expect will hit you, and for huge damage too. And of course, they don't emit light. Thankfully, at least the boss does.
** One room in [[spoiler:Black Castle]] is like this, with the lights intermittently dying on you and then coming back. Apparently the endboss is too cheap to replace his damn light bulbs...
* BlockPuzzle: These are all optional and reward you with a HeartContainer and plenty of money.
* BrokenBridge: At one point you'll be quite nicely stuck until you figure out how to [[spoiler:hatch from the egg]].
* BubblyClouds: [=CloudRun=].
* BulletHell: In an odd non-shmup example, most of the bosses in this game flood the screen with projectiles or other hazards in between which you must weave. Some non-boss obstacles qualify as well. The purple...substance falling from the ceiling in one room of [=BlackCastle=] comes to mind.
** Killer grapes. They are killer grapes. Just ask LetsPlay/{{Raocow}}.
* CamelCase: All the area names are in camel case.
* CashGate: Some (fairly early) areas are blocked off by yellow walls with shopkeepers sitting next to them. Closer to BrokenBridge than most examples of this trope: the prices they ask aren't completely extortionate, and the main reason they block your passage is that you can't communicate with them until you hatch.
* ChargedAttack: You can throw ice balls by charging your fireballs. [[FridgeLogic ...yeah, I know, just go with it.]]
* CollectionSidequest: The ghostly flowers.
* CollisionDamage
* ConvectionSchmonvection: Some screens in the Fire Cage contain lava. Despite the fact that, as the name implies, the area is an enclosed space, you will not be hurt unless you actually touch the lava.
* CopyAndPasteEnvironments: Averted to a greater extent than is possible in most games, as not even the background graphics are the same from area to area. Rather than having tiled or otherwise regular backgrounds, nearly the entire game world is one continuous piece of hand-drawn (probably MS Paint) art, with every screen therefore having a unique appearance. (The exceptions to this continuity are [=MountSide=] and the combined block of [=BlackCastle=] and the proper final area, both of which are not directly connected to the rest of the game world and only accessible through portals or save point warping.)
* CraniumRide:
** Those statue enemies in [=StoneCastle=]. You can ride them.
** You can ride ghosts as well for SequenceBreaking. Until the CollisionDamage kills you.
* CriticalExistenceFailure
* DeathCourse: Short ones (just a couple screens) are all over the place, as platforming is the main part of the game. There are also some protracted sequences, made tougher with unforgiving save placement sending you back to the beginning if you die.
* DeathMountain: The Curtain
* DeliberatelyMonochrome: [=BlancLand=], [=TheBottom=], and [=IceCastle=]. Some other areas approach this, e.g. [=BlackCastle=] and [=MountSide=].
* TheDevTeamThinksOfEverything: If you [[SequenceBreaking Sequence Break]] and complete the semifinal dungeon without completing the DiscOneFinalDungeon, you'll [[spoiler:kill the boss of said DiscOneFinalDungeon, as he's a RecurringBoss]]. If you later complete the DiscOneFinalDungeon, you won't fight the boss.
** Also, if you skip the upgrade that lets you warp between save points and then fall into [=FarFall=], which you can't get out of without warping, the upgrade will be waiting for you right next to [=StoneCastle's=] first save point.
* DifficultySpike: More like a difficulty mountain range.
* DiscOneFinalDungeon: [[spoiler:The Curtain.]] You need pretty much every powerup you can get at that point just to get ''in'', and it's pretty difficult compared to other areas you've gone through. There's dramatic music and lightning, too...
* DisconnectedSideArea: The game contains quite a few of them.
* DoorToBefore: Done creatively, though; as the player can find a powerup to teleport between save points... well, you can imagine what's on the other side of every boss.
* DoubleJump: One of the first power-ups you get gives you one.
* TheDragon: Shakespeare.
* EarthAllAlong
* EasyLevelsHardBosses: Most of the time, the platforming segments are tricky but not especially difficult. Then you reach the boss and get stuffed.
* EssenceDrop: All of the bosses drop a tiny heart after their death which heals you back to full health in order to escape the arena.
* EquipmentBasedProgression: The player progresses by finding {{heart container}}s and abilities which let them reach areas that were inaccessible before. Later, ability finding is replaced with searching for [[PlotCoupon golden orbs]].
* EventFlag: A rather blatant example is the warp that appears for no particular reason after you've talked to a certain character about something apparently unrelated.
* FakeDifficulty: The sparse save placement and unforgiving platforming segments make some sections far, far more difficult than they really ought to be.
* FanNickname: Nothing in the game except for the levels, the items, and two bosses have canon names, so these are inevitable.
** The two bosses with canon names are Fluffy, the boss of Cloud Run, and [[spoiler:the ninja, whose name is Shakespeare. (If you check the source code, the font he uses in his pre-boss cutscenes is called "fnt_shakespeare")]]
** Bandit, which refers to the bird with the bandit mask, appears as a signature on several signposts across the world, too.
* FetchQuest: An optional sidequest for the Ghostly Flowers.
* FlipScreenScrolling
* FloatingContinent: [=SkySand, SkyLands, and IceCastle=]. The whole game world could as well take place on one.
* FloatingPlatforms
* FluffyTheTerrible: The boss of [=CloudRun=] is a mecha named Fluffy.
* ForebodingArchitecture: Big empty rooms with no music and four torches on the walls? [[BossBattle What could it possibly be]]?!?!
* GameWithinAGame: The items you can buy for your [[AnInteriorDesignerIsYou house]] include several of these.
* GiantSpaceFleaFromNowhere: to an annoying degree. Oh sure, you expect some of the bosses, but other ones will just come completely from left field.
* GimmickLevel: [=DeepDive=] is underwater. Your fire shots are rendered useless and you need oxygen to survive, but you can jump much higher. [=BlancLand=] would be a pretty easy platforming level but [[InterfaceScrew the stage tilts back and forth constantly.]] [=SkySand=] showcases the stickslide. [=DarkGrotto=] is a BlackoutBasement. [=StrangeCastle=] is all about SmashingHallwayTrapsOfDoom.
* GoombaStomp: Your main method of defeating your enemies.
** GoombaSpringboard: While it doesn't make you jump any higher than it normally would, jumping on an enemy regenerates your DoubleJump, so you can use an enemy as a platform to get to a higher area, or use enemies to form a "bridge" across spike pits and the like.
* GreenHillZone: [=NightWalk=] is one. [[ExactlyWhatItSaysOnTheTin At night]].
* GroinAttack: The method you need to use to defeat the boss of [=SkySand=] often ends up resulting in this, whether or not you specifically aim for it.
* GroundPound
* GuideDangIt: Some players may find it very difficult to figure out how to reach the chamber with the first save point (and a necessary power-up) in [=SkySand=] if they have made a certain incorrect assumption about how the warp system works. [[spoiler:You don't need to have used a save point to warp to it. You only need to have ''seen'' it.]]
** Finding the secret library, which reveals a lot of the game's BackStory and explains the boss of [=CloudRun=].
* HailfirePeaks: [=FireCage=] is both a volcanic LethalLavaLand and a [[EternalEngine machinery level]].
* HarderThanHard: Simple, Regular, Difficult. That's all fine. Then there's Masterful and Insanity. And on Insanity, [[OneHitPointWonder you die in one hit from everything]], so that title is [[ExactlyWhatItSaysOnTheTin rather accurate.]]
* HealingCheckpoint: Save statues fully restore your life.
* HeartContainer: There are no fewer than 95 such items, each one adding 10 HitPoints on to your initial 100. Individually, these aren't that useful, when before long monsters and traps will do upwards of 100 damage. As a result of this, and possibly as a form of mercy, some areas (notably [=IceCastle=]) are absolutely stuffed with them.
* InexplicableTreasureChests: Averted, possibly. There are treasure chests, but they only appear when you stand next to them and they can talk to you. Maybe they put themselves there.
* InterfaceScrew: [=BlancLand=] has the screen constantly tilting left and right.
* InvincibleMinorMinion: The purple ghosts, although unlike the archetypal example these are the most dangerous non-boss enemies in the game. The other kinds of ghosts are straighter examples (but still relatively dangerous), although the green ones can be knocked back by projectiles even though they take no damage.
** Also, the spike-headed things in iceCastle
* IntentionalEngrishForFunny: The manuals.
* AnInteriorDesignerIsYou: You can buy a house in [=SkyTown=] for which you can buy furniture and minigames.
* InvisibleBlock: They're only visible for a second after you enter the screen they're on and if you're standing on them.
* ItemGet: Different fanfare for different items, even!
* KillItWithFire
* KillItWithIce: One upgrade lets you shoot iceballs, that kill an enemy once it thaws.
* LastLousyPoint: Finding all twenty Ghostly Flowers is... quite a task.
* LeapOfFaith: One required powerup is hidden in an area only reached by jumping off the pinnacle of another area into seemingly blank space.
** And let's not forget the "Farfall" area, which seems like a BottomlessPit at first and doesn't really have anything in it until you can GroundPound.
* LethalLavaLand: The Firecage.
* MercyInvincibility -- barely. Like, half a second. Don't rely on it.
* MetaPowerUp: The "Lucky Pots" and "Gem Magnet" upgrades.
* {{Metroidvania}}: More focus on platforming than combat, though.
* MindScrew: a mild but pervasive case, although the author himself states that a good deal of the game [[http://blog.mattmakesgames.com/2009/07/lets-play.html was designed to confuse/intrigue the player (hopefully in a good way)]].
* MoodDissonance: [=CloudRun=] is a pink BubblyClouds level with no real combat and serene music. But at the same time it contains some difficult platforming shenanigans and is kind of a preview of [[BonusLevelOfHell the NightWalk sky parcours]] (which in turn is set in a place with calm music playing and [[[GreenHillZone generic peaceful landscape]], the rest of which is the first area of the game).
* NintendoHard. Some of the bosses are ludicrously hard. Some platforming segments are no joke either.
* NobleDemon: The [[spoiler: RecurringBoss]] is one of these [[spoiler: refusing trying to kill you till much later than he should, and even wishing you good luck right before he dies from the fight with you]]
* NonLethalBottomlessPits: In [=MountSide=] and boss rooms with open spaces at the bottom, touching the bottom of the screen damages you and flings you back upward. Everywhere else, an open space at the bottom means there's another room beneath you. Nowhere are there bottomless pits in the sense that you can fall through the bottom of the game world. (There's even an area ''called'' The Bottom.)
* OxygenMeter: You have a rather short drowning timer underwater. Fortunately, there is only one real WaterLevel in the game; a few other areas contain water but not enough for drowning to be a realistic concern. [[spoiler:The timer can be lengthened.]]
* TheParagon: The author of the "God Was Inside Us All Along" scroll in the library.
* PatchworkMap
* PlayingWithFire: Defeating the second boss gives you the power to shoot small fireballs.
* PowerUpMagnet: Won in [[spoiler:''Bonus'', the hidden thimblerigger game area]], it makes you attract crystals.
* PuzzleBoss: The [=DarkGrotto=] boss requires understanding of both how your and how his ChargedAttack works.
* PuzzleReset: Every room you leave resets its enemies, pots and other entities. Also, don't go offscreen during Rainbow Ride. The game even warns you.
* RecurringBoss: "The Ninja," the boss of The Curtain and Black Castle.
** He has a unique BattleThemeMusic, too.
* RewardingVandalism
* RunDontWalk
* SavePoint: In the form of strange statues.
* SecretLevel, sort of. Many areas are optional and some of them are harder to find than others, though all of them have collectible items like [[HeartContainer Heart Containers]] to make the effort worthwhile. And to give HundredPercentCompletion people a run for their money. How many areas are optional depends on the difficulty level; Some areas that are optional on lower difficulties are mandatory on higher difficulties because you need more [[PlotCoupons Golden Orbs]].
* SegmentedSerpent: The boss of [=DeepDive=].
* SequenceBreaking: Since you can warp to any save point you've been on the same screen as, even if you haven't gotten to it directly, at least one boss can be [[SkippableBoss skipped]] to go straight to the goodies beyond, depending on what abilities you've acquired by that point. It's actually possible to completely skip the DiscOneFinalDungeon and ClimaxBoss if you go through Deep Dive or the Dark Grotto instead, but only on Normal or Simple.
* SlippySlideyIceWorld: [=ColdKeep=] and the [=IceCastle=].
* SmashingHallwayTrapsOfDoom: They're much like [[SuperMarioBros Thwomps]] in this aspect -- they smash when you get near, only the buffer zone of triggering-it-without-getting-hit is ''very'' narrow and the things do huge damage. However, outside of [=StrangeCastle=], you can trigger them by shooting them, and an ice shot will destroy them.
* SpeakingSimlish: Anyone that speaks to you in text is perfectly legible. However, the Shopkeeper actually audibly speaks to you -- in a "blarby buhblarbidyblar blarblar" or "Blarble blah burgerburgerburger" sort of speech.
** There's also a boss that screams nonsense syllables when it first appears and when you hit it for the first time.
* SpikesOfDoom, in a big way. Sometimes they're obnoxiously stealthy.
* TheSpiny: There are two different types of snail enemies. One is yellow with a red shell and is safe to GoombaStomp. The other one is blue with a purple shell that protrudes spikes if you get too close. There are also spiked versions of the flying circle enemies, electric fish, and the triangle enemies in [=BlancLand=]. The first and third can also be killed with fire, and all of them can be frozen.
* StupidityIsTheOnlyOption: To trigger the boss fight of the Dark Grotto, you have to light the four torches that mark the boss's health, implying you're summoning it or waking it up somehow.
* TacticalSuicideBoss: There are quite a few, but probably the most glaring example is the purple eye in [=StoneCastle=] which summons gold energy bits as part of its pattern that serve no purpose other than to let you jump up high enough to hit it.
* TeleportSpam: Shakespeare does this.
* TempleOfDoom: [=SkySand=]
* TemporaryPlatform: Sort of. In certain areas, platforms will slowly fall when you stand on them, so you can't stay on them forever. They hover upward again as soon as you're off them, however. There are also "energy clusters" which disappear as soon as you touch them, but also hoist you into the air upon contact. They do respawn after a few seconds, though. There are also "blue platforms" that only become platforms once they're shot at and only stay platforms for a short while.
* TennisBoss: Deep Red can only be killed by shooting his giant fireballs with an ice ball and sending the whole thing back at him.
** Also, [[spoiler:the first form of the final boss]], though you don't have to deflect it.
*** The [=SkySand=] boss is kind of in this category, too, in that you have to tweak him into firing his sword at you so you can yoink out of the way and the sword will hit him - usually in the groinal area...
* TomatoInTheMirror: Though it's rather obvious if you give it a moment's thought.
* TownWithADarkSecret: Almost literally; birds can't leave Skytown because [[spoiler: the ghosts will come for them]].
* TurnsRed: Inverted in that the ''player'' turns red when injured. Most bosses do not change color at all (at least not in adherence to this trope).
* UnderTheSea: The Deep Dive level, complete with an OxygenMeter. (There are even two powerups that increase your OxygenMeter.)
* TheUnreveal: May have been unintentional. [[spoiler:The game makes it look like you're going to find out where the ghosts are coming from, what they're trying to do, and why. When you finally meet the primary antagonist you learn the proximate reason why he needs to keep the birds in [=SkyTown=] (his ghosts need darkness to operate, and the sun follows the birds), but you never learn what his actual goals are, nor do you ever learn anything about who he is. This would be standard ExcusePlot fare if the game didn't keep leaving StoryBreadCrumbs that made it look like there was more to the plot.]]
* WalkDontSwim: Your bird player chararacter ain't a penguin to swim in water. He compensate by jumping high.
* WarmupBoss: Grotto Red, the first boss, is pathetic. On lower difficulties, the game even tells you to jump on him when he's vulnerable.
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