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(+2)

So the art style is great. Tasteful use of dithering, top-tier character design, and very cute dialogue portraits. The environmental design helps set the tone and mood for the game. It's also very "readable" - the characters, hazards and items stand out well against the background. I loved the music, too, though a few more tracks would've been nice.

As for the gameplay, there's plenty to like as well. The basic mechanics (timed navigation puzzles) work well, and the random hypnosis effects add a fun complication. The game also plays fair with hazards - once you figure out the rules, you can reliably identify and avoid them.

On the technical side, it's also very solid. I didn't notice any major glitches, the auto-save is a welcome addition, and the menus are integrated well into the theme. (The inclusion of key rebinds is also very welcome, because X and Z are nowhere near each other on my layout.)

... it is kind of a lot all at once. I stuck it out and managed to complete tasks, but only after a lot of trial and error. The punishment for getting caught is quite harsh, and even the "simple" tasks are very hard the first 4-5 times around.

If you want to keep working on this in the future - and I'd love to see this developed further - then I'd suggest something like a gradual ramping-up of difficulty. Start off with single-step tasks, few hazards, and and only part of the manor unlocked, and then build on that. That sort of thing. I think you really have a great starting point for a truly special experience here.

(+2)

hey i really appreciate that! i definitely want to address the difficulty curve if i expand on this. i agree there's a lot to take in and it would be nice to give the player a smooth intro into the experience and probably find a way to challenge them without reverting their progress every time they touch a hazard. thanks for the feedback!