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(1 edit) (+1)

Ok, so I signed up just to leave a comment here. 

!spoiler alert!

This game is really great. The atmosphere, the gameplay, interaction with kids - everything is done pretty well. It is interesting to play, it's frightening and there are plenty of unexpected moments. Most of all I liked the "silent camera moments" in the beginning of some levels, that make you feel like the paintings are watching you and smth like that.

But there are some moments that I didn't like. For example, it's annoying that this game is rather lengthy on the one hand, and on the other hand there are completely no checkpoints or ways to revive your children. IMHO, this game is not replayable. At first, I thought that there are several endings and all of your actions have circumstances, but now I doubt it. I guess it's pretty linear and because of that I don't really want to do it all again for half an hour or more and then make one mistake and lose a child again (and start all over again, bruh). I really need checkpoints - at least three of them for all the game. "I'm bored" to try again otherwise. 

Another thing is the lack of variability and the moments when you force a player to do some things. Though I understand that taking lots of pills is probably a plot device, I still hate it. I wanted to have a free choice that would effect.. I don't know.. the power of the monster? Or its frequency of occurrence? And what I hated even more is the lack of ability to close the doors. That felt.. funny and lacking any sense. One day you put an alarm on the door because you saw a monster-maniac in the peephole and the other day you just fall asleep with the door wide open. On the next day you find a door being magically closed... It adds some suspence, okay. But it makes so little sense that the game would be better without it. It is not a good way to protect your children from the monsters by leavng your doors open even if you are overusing the pills. :)

For a f2p game it's just brilliant, but I think it needs some touch-ups before going on steam. 

(1 edit) (+1)

Hey man, really insightful comment. It's true that the game was designed to be linear, but also features perma-death in some way, which is not always a good combination. This is actually why I don't really think adding multiple endings would benefit the game, because I don't want people to feel forced to repeat the same content if they're not satisfied with how it ended.

The pills thing is interesting because originally I wanted it to be a gameplay device (How many pills you take or following your prescription would influence things in the game, etc) but ultimately it just became a plot/narrative device. That's why the game kinds of "lies" to the player about their usefulness I think, because it might be presented too much like something that will influence gameplay.