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House of Berluscont's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment (Best Game) | #1 | 3.889 | 3.889 |
Story | #1 | 4.667 | 4.667 |
Aesthetics | #8 | 4.333 | 4.333 |
Sound Design | #33 | 3.222 | 3.222 |
Horror | #47 | 2.778 | 2.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wow. The art looks good and interesting story. I still not understand the bar in the left of chat for what and why suddenly there is sound and sometimes there isn't. The chat will be better if I can click and it show all message at once.
Hmm I think you're talking about the scroll bar next to the dialogue window? You can just use it to see previous dialogue. It vibrates a little as text appears, didn't have time to fix that :)
I definitely should have made clicking skip to the end; I think I actually wrote that down somewhere and forgot to do it haha. Will keep that in mind for the future
I think this looks really stylish :3 I just finished it! I don't know if there are multiple endings or not, and it's almost 4am here now, so I probably shouldn't try to find out by replaying right away, but I got to an end :D
I liked that it wasn't too difficult, but also didn't hold your hand, so you still got that sorta sense of accomplishment :3 One of the comments on the paintings made me laugh, the one about emotions and the detective said confusion xD That's how I usually feel when looking at certain kinds of paintings that are considered to be great works of art, haha.
It's a good game that puts my laptop in trouble, but even with a PC that burns I was able to finish it, and I can say it was an awesome game. And I love it.
This is easily my favorite entry that I've played so far! It is quite visually striking and has an engaging story.
I think that doing a mystery game for a horror competition was a smart choice. It's easy for horror games to fall into the trap of having to invent blatantly artificial reasons for the player to explore unnerving places, but tying the exploration to the story can make the player want to actively explore out of their own curiosity.
Ohhhh man this is a favorite. You did an unbelievably good job with dialogue/exploration flags. I played the game over to test them out and they seemed airtight! The flavor text for paintings and environmental items, the characterizations, all of it was super polished. The dithering looks great, the NPCs are unnerving as hell, and the mystery was enough of a thinker that I felt smart for getting it right. I loved this entry. Kudos!
Glad you enjoyed it! It was pretty tedious to do, but I was worried a player would have a bad experience if in dialogue I had a spoiler about a piece of evidence they hadn't found yet or could ask about someone they hadn't met yet, so I put a lot of focus into making the dialogue flags pretty extensive.
This was definitely a tradeoff though; ideally the house would have fewer locked doors and a few more ways to question people. But I'm pretty happy with how it turned out overall given the time limit :)
I love a good mystery, and this had mystery in spades. I liked the general tone of unease, though I found the music grating after a while. Great job!
Played through twice, really liked the way that I found more things the second playthrough that I did not in the first! Thought the atmosphere was sufficiently spooky and really enjoyed the dialogue :)
Played through to the end. It was quite enjoyable! I got called incompetent by a blind diviner. I found the black and white effect used to be quite trippy at times, so I would watch out if you get motion sickness. The story and interactions were quite interesting, though limited in scope (which is understandable for a game jam). I'm not usually a detective-game kind of person, but I found this entertaining.
Neat!