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The most attractive part of this game is the design, crayon monsters with ghastly figures running towards you with incomprehensible wailing to match but the rose-tinted glasses can only tint so hard. Ward-17 was a rather ingenious use of design to complement actual gameplay, you got a chance to clearly see the drawings on the wall before they tried to rip your throat out. In One Night Too Many, that isn’t really the case and the unique style that is normally utilized does little to add to the story. Most of One Night Too Many’s gameplay boils down to sprinting down an almost looping PT horror corridor, grabbing a key that is sometimes in a slightly different spot but always in the same room, and finally experiencing the twist that anyone could have seen from a mile away.

For the record, this isn’t a bad game, just a much more mediocre experience than the developer’s other titles. Maybe spending more time coming up with unique ways to leverage your style is the way to go. Rather than sticking to almost “tropey twist and turn storylines”.

Also “Multiple” endings aren’t something you should be advertising when the only difference is which side of the room you walk to before getting to the end text.

Final thoughts: A perfectly average experience that doesn’t really stand out, but you certainly have the potential to stand out and you should. I do not regret spending money on this game. More cynicism below.

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I appreciate the Feedback, Totally understandable points, i will look to take some of the critiques on board, thanks for trying it out regardless, Glad you liked the style though, that is something i plan to continue with, cheers