I agree with some of the previous comments that the prompted messages were hard to read cos of the small font size.
Thanks to the walk through! I totally missed a needle-like screwdriver under the right hand side of the chair and a wall crack at location Q and J, respectively. Also, there were three puzzles I couldn't solve. The clue to the "JY" puzzle was easy to spot, however, I didn't know I'd need the screwdriver (not a hammer) to remove that last pile. And I had ignored the "DEAF BADGE" on the wall thinking it was just some random text. But, it was a clue for the piano. Then, I didn't reread the diary with red glasses and missed the "Rune Joy" clue for the typewriter anagram.
At the end, the silver key I collected somewhere in the game wasn't used at all. This key could have been used to unlock a locked piano or the main door.
just like all the other games u make but a little more dark
omg when i saw the girl ghost i almost screamed
its awful how my spelling correcting mind works
Yeah, yeah, I know. My wife is constantly doing the same thing. I thought I fixed this.... At least people know what it means. I hope. :)
I don't know how many times this game needs to be made (a thousand times?), but as long as you make them I will play them. After so many similar versions have been produced what works better is an introductory story that builds curiosity and fear. Giving me something to be afraid of that will be lurking around where it was my misfortune to end up is needed. It actually would be nice to be able to make a mistake that costs me my life, instead of being always sure that I will not be harmed and will escape guaranteed. More fear, more foreboding, more anxiety and nervous tension, an ability to make a mistake, die or lose the game - this is what would make these games more scary and challenging.