July 1, 2013 3:22 PM | Paul Hack
In Life Goes On, the death of one knight can "pave the way" for the next one--quite literally. For example, his impaled corpse might be used to safely cross a pit of spikes. The next knight's lifeless body might be just perfect to hold down a switch. One by one, you control a series of armored knights as they run, jump, and sacrifice themselves so that one of them can reach the prize on each level.
You use the arrow keys to move and space or Z to jump and respawn. You have an endless supply of foolhardy knights, but there is a "par" of deaths for each level. Despite the morbid mechanics, Life Goes On is a light-hearted game. The knights are drawn and animated in a delightfully cartoony style, and they let out a variety of amusing grunts when they expire. The puzzles get much more complicated than the simple ones mentioned above, and soon timing begins to play a key factor. Exactly when you die or respawn becomes as important as where you die or respawn. Things get even trickier when there are multiple respawn points, and they move, and triggering the wrong one could put you somewhere you don't want to be.
The game began life as a prototype developed for the 2012 Global Game Jam, but has since blossomed into a much bigger project. When the Life Goes On team first emailed me about their game, I was immediately enamored of the concept. Now that I've played the new demo, I'm eagerly awaiting the full release. Details are undetermined, but it is likely to be a commercial release for multiple platforms. For now, you can play the demo in your browser, or you can download a build for Mac, Windows, or Linux.