Holy grammar mistakes batman!
I'm not a grammar nazi, and you aren't an illiteracy communist, but you are definitely being a socialist!
Otherwise the game had next to no story, few potential scares (none in my case), and numerous and pervasive text errors in a point and click game where text is the main method of information input.
Don't take offense to this, and I understand this is something you only did on your free time for fun, but this was not ready for release.
I understand it's an adventure/horror game. And I understand that you'll be traversing the entire house to explore things. But, that just makes the transitions that much more annoying. Watching the same cut-scenes to walk down hallways over and over got old, and started to feel like a waste of time. Seeing over-heads of rooms that had nothing in them except doors to go out of also seemed like a waste of time. The camera idea was interesting. I like investigation/mystery games; it's fun figuring out what's happened in places like this. But in this one, there seemed to be a story trying to be told here, but it never came out. Ghosts, dead bodies, creepy setting...all seemed hallow without a purpose, without a reason behind it all. There was not big "reveal" at the end, which I thought it was leading up to, but never got. Just snatched the pendant, then out the door.
Potential, but feels unfinished
I play a lot of point and click games, horror being my favourite. So I had high hopes for this game.
Graphics and Sound worked well. You could tell what items were and the sound added to the atmosphere.
Sadly, empty rooms that don't even have flavour information to them create a barrier to gameplay. Trudging back and forth through these rooms felt like a chore rather then a treat.
Horror factor was very limited. If you wanted to create a suspenseful feeling then adda few bits of eerie whispering or flashes of lightning. The only concession to horror in this game was a hand in the toilet and a few still photographs.
All in all, a polished game that delivered what was intended. A neat interface system that allowed the player to focus on the style and horror of the game. Unfortunately, the content of the game seems to be on order and never gets delivered. There isn't even an epilogue to act as a reward for enduring lots of empty rooms.
The platform is there. Just needs a LOT more content.
I had many ideas for this sequel, but then again I was against the clock for a self imposed deadline for a Halloween publishing. One thing I wanted for this game was more details in the room and more scary elements like shadows moving and things dropping ala Paranormal Activity. But, at the same time I was working with two games on my fulltime that also had deadlines so I had to strip many features away from the game. That is why for the third one, instead of working for two weeks 2 to 4 hours the most each night I will at least take three months to add more detail, since I did programming, art, design and editing tasks. Surprisingly, what took the most time was the item/puzzle planning, which I did started a little earlier, I used Google Docs, to keep track of the game planning everywhere I went. Thanks for the in depth review, your time and for playing.
Short and Sweet.
My only gripe is that there are so many rooms, but there isn't much with which to interact. Other than that, the game went smoothly from beginning to end, and it had a nice creepy atmosphere. Nice work.
To vhescalante: (spoiler alert) the key for the door in the dungeon is in the safe in the locked room on the first floor (at least for me it was).
Yeah, you are right, 13 first person perspective rooms, and 14 topview. It could've been less. And I do wanted to add more interactive elements, but time was against me. Next time. Thanks for playing!
While I encountered no bugs as other reviews led me to believe were still in the game, I did have a couple of questions/issues.
What was the point of walking around and clicking to move in 90% of the rooms in the game? I tried checking them before I realized that only the rooms with doors could be searched. Other then that, this was an excellent game.
True, my idea was Topview = navigation/exploration and First person = interaction/finding. It could be confusing if not really specified, but I let that to the player to figure it out. Thanks for the feedback will apply it for the third one. and also thanks for playing!