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Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
A cool concept but not sure what it has to do with roguelikes - if anything? The sound is very well integrated into the game and the controls are smooth and work as expected. I'm sure there are a lot of cool mechanics going on behind the scenes to generate the adventures but it's very sparse from a gameplay perspective, so it's hard to appreciate the end result.
No bugs, no obvious UI issues or anything. 4/5
Thematic graphics, creepy sound effects, intro story...great! 4/5, best aspect of this game by far.
I honestly think this game might have turned out better, though, if you had done ASCII renderings of the mansion instead of the blurry photorealistic images.
Here's where we run into trouble. This game is basically a long, confusing maze. I won by always turning right. It took 20-30 minutes and nothing happened the whole time.
I started out drawing the map on paper, which is something I NEVER do but felt very natural for this game (congrats!), but when it became clear that it was just a maze with nothing else going on, I didn't bother anymore. It felt impossible to keep my bearings, even though every room was unique.
There are clearly some promising directions this could go. I'd be partial to a procedurally generated murder mystery adventure game, or maybe some simple combat. But the promising stuff hasn't been reached yet.
Reading slashie's blog and seeing the ASCII rendering of the floorplan I did get a little excited, but in the end, it is a maze in a creepy house. 2/5
A roguelike is more than a maze. This could be considered turn-based, I guess, but there's nothing to take your turn against. It doesn't have any roguelikey features other than procedurally generated levels. I can't even call it a roguelite, because there are no other mechanics besides exploring. 2/5
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