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Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Interesting game! I included it in my compilation video series of all of the games from the Kenney Jam, if you’d like to take a look. :)
It's a nice start to a game. It definitly worked well. A few glitches going through some of the doors, but otherwise worked okay. If you wanted to go farther with this consept I think you could change things when you went through doorways, and added some creepyness to make it feel more unsettling.
I've already written the post-game patch. Some of the visual flaws are fixed, and the doors work 100% of the time with just 1 click now. I just have to wait until the voting period is over to upload my fix :)
Best game so far! Great concept! The end scene was amazing. I was expecting a jump scare at the end, but thank God it didn't happen. You gotta win this jam!!!
Thanks for playing! I'm so glad you liked it :) !
+ Great game idea
+ Love the use of assets (I didn't realise that there were so many 3D ones!)
+ I really enjoyed playing it!
+ The storage room was freaky! Really atmospheric and a nice contrast to the rest of the game
- You get stuck easily, adding better path planning would improve this a lot
- Doors seem to be a bit glitchy
- You could remove some of the commands and let the user determine how to tackle the problem. E.g. "Go to the bedroom and call the fire department" could easily become "Call the fire department".
- In the TV room, you can see something off to the right (a pot plant and the corner of something)
- After the main cutscene, it would be nice for the spooky atmosphere to continue in the main house areas
- Not sure the end credits worked as you were intending
A lot of the things you mentioned were bugs I was aware of, but due to the limitations of the jam, I didn't have time to fix. I have fixed most of the things you pointed out in a patch that I'm going to be releasing once I'm allowed to do that!
-The doors in the patch now work 100% of the time/ and the credits do too.
-I had the idea of keeping the grain/static sfx afterwards, but I just didn't have the time to get that working, but I think that's something I should add :)
Thank you for pointing out the floating objects in the TV room! I didn't even notice those :)
Thanks for playing! I'm glad you enjoyed it , and thank you so much for the great feedback! This will help a bunch with my post-game-jam patch :)
very nice little jam game :) well done
Thank you! Happy that you enjoyed it :)
great job for 48 hours, well done with the concept and execution, neat game
Thank you! I'm glad you liked it :)
Great game. I really enjoy the camera and the level design. It could use a bit of highlight on objects that can be clicked. Also the RMB dialogue confirmation was unnatural to me. I would have expected LMB to do both confirming and clicking. Anyways pretty cool.
Thanks for playing! I'm glad you enjoyed it :) I wrote a patch last night for a lot of things that I'd been getting feedback on, so the LMB does the confirming too in that. I can't update it until the jam is over of course though :)
I turn my volume down, anticipating a jump scare or two. :))
The final confrontation at the end is really neat, btw, I like it so much.
Technical question, out of curiosity, why did you make right click instead of left click to continue with the dialogue?
I didn't want you to enter another dialogue, or go somewhere you didn't want to if you accidentally clicked through dialogue too quickly. I've already made a patch for the game, fixing a lot of the bugs. In that I've made it so it's right click or left click. Thanks for playing :)
Perfect setting for a jump scare!
Thanks for playing :)
Nice, I like the atmosphere. Sometimes it's hard to get through the doors, and also it looks like the room is built on a non-euclidean space since there are some incongruencies with the rooms (for example the exit room would collide with the laundry) but this last detail is not important. Well done
I was aware of this when I made the rooms! I realized if I wanted it to be accurate I would need doors on the other side of the hall, or the hall to be longer. I wanted it all to be seen in one camera shot, without being too far out. So, the best option was making it non-euclidean :P. I mean, it does kinda add to the "cursed" element of the house, right? thanks for playing though, I'm really glad you enjoyed it :)
Nice game felt more like playing a movie. Great curse vibes. A little too much running around for my taste^^. Cool effects in the end part :).
Wow! I'm really happy that you think it's as good as a movie :) I agree, I probably put a bit too much task-making, but it was the best I could do within the constraints of the jam. Thank you for playing though!
Really well put together world and great atmosphere! The clicking could get a bit fiddly because of the small targets which are hard to see zoomed out so far (I missed the wife's phone on a few click attempts and just assumed it was a comb and wandered around), but it's a great throwback to the point-and-click adventure days! If you decide to keep working on this after the jam, I'd suggest increasing the click area around objects and giving them a highlight on mouse over.
I'm so glad you enjoyed it! Thank you for playing I am going to make a patch to this after the voting period is over, using the feedback and bug reports I get during the voting. So I'll be sure to use your advice :)! I hadn't heard the highlight idea before, but it would make things a lot easier, so thank you for that.
So my major complaint at the beginning is that it's a point and click adventure, but it's requiring me to press space to advance the dialogue. Being able to just click on the message to continue would be preferable, I think.
Otherwise, the concept isn't bad! Given it's a point and click, I would have focused on letting the player explore and figure things out on their own. You start with an objective of "I'll see if my wife's in the kitchen", and from there, rather than having a big marker that says "Goal", it may have been better for the narration to offer some HINTS as to the objective, and then let the player figure it out.
Also, perhaps having such small items on larger interactables is frustrating. I had been able to click on the desk and the PC, and hadn't realized the cell phone counted as a separate object on its own.
Thanks for playing! I do give hints to the objective in the dialogue, I just felt on playthroughs that it was easy to forget what to do next, so I made the goal show up after the hints. I'm definitely going to fix the small items issue after the bug, that, and the doors not working properly are the biggest issues in the game, and I'll be sure to address them as soon as the project isn't locked down anymore!
You don't actually need to press space to go through the dialogue, right click does it as well (so that it can all be done through the mouse), but, space felt more natural. So, I made it so that you can just pick it up and play without having to read controls, by allowing space to do it too, and not causing people to panic to try and find out which button moves through dialogue!
Thank you for playing!
Thanks for trying it out, and thanks for the feedback! Sorry that it felt a little tedious to play. Sure, I'll try out your game!
I really liked the game play and the story you created around it. I was running into an issue with not being able to get through doors on the first try. I really liked the lore and I think you could flesh it out and really have something here.
Thanks for playing! I'm glad you liked it :)
The doors were a bit finicky, and I never found a solution to them not working, unless I changed a whole lot that I didn't have time for in the jam! In the post-jam-voting patch, I'll work on making it a lot easier, along with a lot of other things that make the game difficult to play. Thanks a TON for your feedback :)
Great presentation and theme! door navigation and picking up the key and bedside phone where impossible for me though. couldn't progress further to see the story. Great idea overall! love point and click adventures
Thanks for playing. Your cursor needs to be actually on the objects for it to register. so if it's just on the table and not on the key/phone it won't work. It's definitely easier in fullscreen mode. Thank you for the feedback though, I'll be sure to try my best to make it easier in the post-game-jam-voting patch :)
Really awesome game, it was nice and creepy. I really liked the visuals near the end. It had a story that actually made sense, and was also fun to play and exciting to go through the map. Good work!
I'm happy you enjoyed it! Thank you for playing!
Nice and creepy vibe, good atmosphere! Love point and clicks.
Thanks for playing! I'm super glad you enjoyed it!
Loved the atmosphere of the game, the music helped so much with the ominous vibe! I found getting through doors to be tricky at times which was frustrating. I played to the point where I had to go call someone to open the door for me, but it felt a little too much like I was running around for the sake of running around. I saw the storage room was locked, and I saw the key, but I couldn't pick the key up to use it (I assume I needed to wait for the story to get to that part) but I would have liked a little more freedom in exploring the haunted story you created. Similarly I had to go use my phone to call my wife, when I had already stumbled across her phone at her end table.
A++ for the creepy vibe though, I definitely felt there was something up and going on. Also congrats on finishing and getting it submitted on time!
Thank you for playing and giving your feedback!
A lot of the items, like the key and phone, are locked there so that the story could progress.
A lot of the progression in the story at the start with the running around was so that I could show off a couple rooms to spark the exploration. If you have the key to the storage room though, you could explore the room before we got to the spooky part, and I don't want to ruin to progression for anyone!
Haha makes sense! I liked the exploration aspect, maybe I just felt a little too rail-roaded? But that could also just be due to the constraints of a jam, it's super hard to get all the content we want in. Nice work!
Pretty cool game. Very moody and fits the theme really great. Story was interesting and it was really good you included tips as it is a jam game. I feel like few moments before ending were flashier than the ending itself, but I bet you did not have much time to work on such details.
Thank you for playing, and for the feedback!
I did have the idea to make the ending a bit more cinematic, but in the end I decided that a "walk of shame" might be fitting with the amount of time I had :)