Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I can tell this is hugely influenced by What Remains Of Edith Finch (walking around a house, learning about people who died in it, playing minigames to eke out the details) and to accomplish something like that on even a fraction of the scale for a week-long game jam shows some supreme coordination and talent on your team's part.

Couldn't quite follow the story but from what I can tell it seems to be about love, loss and death at the moment of romantic climax with those lovelorn spirits haunting the house which is presumably why the main character's ex decides to go there (I think)? So the writing style does suit the tone at least, as does the motif of instruments building on top of each-other with each mini story to form a complete piece by the end, which was another really nice touch. Head-bobbing camera movement could be minimised and the minigames were quite repetitive, but I got through to the end and I had an interesting time with it overall!

(Also, why can't I look all the way down at the floor??)

(1 edit) (+1)

Hi! First off, I'm glad you enjoyed the game. The game was not only inspired by Edith Finch but also Being John Malkovich, with the idea of going through a door and possessing someone. The protagonist's girlfriend was thus possessed and that's why he went to the mansion.

The minigames were hard to balance as we had to get the story across. Some of them already have an abridged version of the original script. It was hard to manage, and some of the minigames came from technical/time constraints.

And regarding looking at the floor, well I don't think I actually ever tried it. We used a premade First Person Controller, with some slight modifications. The default clamp is probably too small to allow showing completely down.

Still, thank you for the feedback, and we're glad you liked the game and took the time to write a comment.