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Leaving a mini-review in the hopes that something productive might come out of the sea of shit that this comments section has already become.

This game was my first encounter with Molly Moonn's content, but I was really excited about its aesthetic sensibilities regardless. The bit-crushed audio and minimalistic style of "animation" work very well to push the entire experience firmly into the uncanny valley, which is great for a horror game. The point-and-click style and the clunky UI also lend themselves very well to a sense of panic as you're being chased throughout the house, even if there's no real timer counting down to your death.

There are a lot of points where this clunkiness is definitely pushed too far, though. It's very hard to read most of the text even on a monitor with a decent resolution, and this is compounded a lot by the awkward vertical aspect ratio. The full game should definitely be allowed to move away from its TikTok roots and embrace being on the computer just a little bit more. At the very least, choose a thicker font.

The monster, if she can be called that, also really piqued my interest. The "seductress" who lures men in for some horrible ritual is sort of a common trope, but it hasn't really been explored in this exact form. The few screenshots I saw also looked really unnerving in a way that I was excited to see.

Sadly, again, I'm anxious that the developers of this game don't really know how to best utilize this idea. There is very little buildup or context for the demonic ritual going on in the basement before the monster reveals itself. To make matters worse, the protagonist seems far too eager to play along. Players are not allowed to sit with the discomfort that the game's presentation is completely steeped in for even a moment before being force-fed a (fairly bland) jumpscare animation. And they are fed this exact animation a lot. Even for as short as the demo is, its deaths manage to get repetitive.

The mystery of why the protagonist's brother went missing is really intriguing, largely because it lends itself naturally to a slow buildup. I really think the developers of this game should allow more room for a slow unveiling of details and a gradual rise in the uneasiness that surrounds the whole thing.

Overall, a lot of potential, but please make sure you know what you're doing for a long-form project.