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A jam submission

Apparitional AbodeView game page

PICO-8 reimagining of Atari 2600 Haunted House
Submitted by 2bitchuck — 31 days, 49 minutes before the deadline
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Apparitional Abode's itch.io page

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Comments

Submitted

Wow this is a hard one. :D I'm guessing the trick is to remember/predict where the enemies are going to be, but I kept getting hopelessly lost and then getting wiped out when I felt really close to the end.

Developer (1 edit) (+1)

Thanks for playing! I think from comments here plus some other playtesting folks have done, this might be too hard. The creatures are pretty relentless once you're in their field of awareness, but I think a bigger problem is that they can respawn pretty close to you after killing you once, which I thought I had fixed, but perhaps not. That especially hurts if it happens when you have all the treasure, because you suddenly lose two and have to go search the house for them again. Perhaps I'll give it some tweaks and post an update to the BBS in the future.

EDIT: The enemies actually also constantly move, so there's no real way to predict where they'll be. They either shamble around randomly if they don't see you or follow a path to you if they do, and they recheck their field of vision pretty frequently.

(+1)

I never played Haunted House, but I'm guessing it was as brutal as this game. Maybe I didn't slow down enough.

Developer

@TobyThePoser Thanks for giving this a go!

Haunted House on the Atari had 9 difficulty levels - this remake is based on the hardest one. The Atari version had some differences that I think made it harder than this. One was that you could only carry one thing at a time, so you were either carrying the key or treasure, but not both (in the Atari version, it was one treasure with 3 pieces you had to assemble). The doors also didn't stay unlocked once you unlocked them, so if you didn't have the key, it was pretty easy to get lost finding the open path out. And while I think that my monsters move faster, the ones in the Atari were pretty relentless, blew the match out from farther away, and wouldn't let you relight it in their presence. I tried to balance making it challenging with making it possible to escape. Even in my play testing though, I did die a few times, mostly when the random monster respawns after dying were fairly close to my location and made it hard to escape.