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House Call's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #9 | 3.875 | 3.875 |
90's factor | #11 | 4.000 | 4.000 |
Overall | #12 | 3.344 | 3.344 |
Sound | #12 | 3.250 | 3.250 |
Gameplay | #17 | 2.250 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice idea! The controls are too tough, I think maybe a more classic FPS approach will be better? I guess it's difficult to translate PSX controls to PC.
I agree with remco. Seeing the shade just before it kills you would be nice. Also, maybe changing the sound slightly or even showing random footsprints when the shade is near, would make the game more intuitive (and tense).
It has a nice atmosphere!
It seems like you where going with the route of leaving things deliberately vague/under-explained… but, since you can die easily, that comes at a cost. Of course, it’s a horror game, so you could also say ‘well, that’s part of the territory’.
[Spoilers?] Maybe it would help if the first skull you collect isn’t guarded by a shade? Also, maybe make the shade visible a split second before you actually die, even in non-psychic-mode, so the player actually knows what happened.
P.S. The intro has some extra text at the beginning after you die. Is that intentional?
Thank you for the comment! We truly appreciate the feedback. The intro having extra text on respawn is an unfortunate bug that I thought I had fixed :x did you play the latest build?
We do like an air of mystery, but an intro animation that does explain more about the skulls is on the to-do list for version 1.0 (among other things). I'll keep the game page updated!
Thanks for playing!
I also like the idea, but the movement is very slow and gameplay is not very intuitive. I do hope to see where this goes.
I like the idea