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(+1)

i'm not sure i've ever played a puzzle game quite like this before (which is a plus from me!). it's action-oriented, in some sense, with the HP systems requiring micromanagement of the combat, but it's also very surely discretized to a grid and turn system like many other puzzle games. this is an interesting combo, and it definitely took some getting used to! i found in some of the later puzzles i was a bit annoyed at how finicky it could be, especially when i needed Val to attack higher-health enemies without losing all her HP. i think the map i won on may have had a somewhat lucky/convenient layout.

still, i did manage to get through all the puzzles, and ultimately i think i enjoyed them. there is something satisfying about completing these tasks indirectly as a ghost. it feels good to make efficient use of the abilities that you currently have available, and it's neat how you can dynamically choose from several strategies based on the current layout + your current ability set.

of course, with the combat, you do have to wait until you get "possess" sometimes as you really need the healing ability. i actually think when the tension got higher is when i started enjoying the end-game puzzles more--once i actually had some progress nailed down, it became critical to keep away all the scary enemies while i stalled for the possess ability, and making use of the less controllable haunt and spook abilities was engaging! i suppose it was more the perceived tedium that annoyed me at the beginning of the puzzle but not once i was actually playing it.

the way that the HP system does not actually kill anyone but just undresses them was nice. it gives the game a definite kinky twist, where suddenly i have the power to, like, undress these folks if i so wish.

a couple nitpicks:

- i have to change the resolution on my screen for the UI elements to appear at a more reasonable scale.

- i find the candle system slightly frustrating sometimes. specifically, the way that you can click an ability multiple times but it doesn't appear to actually do anything. for example, sometimes i wanted to try to use "possess" several times just to boost the HP several times but it didn't work. i think maybe the abilities should get grayed out if they can't be activated again.

- like some other commenters, i also would have liked some kind of thing to check what an ability did before using it.

- i also had the issue where objects sometimes wouldn't appear. i think one puzzle was something like "activated 3 bookshelves" and 3 never generated--is this intentional? i did eventually realize i could just re-use one of them for multiple activations, so it does make sense to me, but i thought i should mention it.

to end on a positive note, i quite like the art & animations! the candle art especially is super fun including the little swinging animations from turn to turn.

(+1)

Thank you, I really appreciate the detailed review! I agree with the suggestions, and many are already implemented in a patch that will be released after the voting period is over. Candles will be picked from a pool with 2 of each that will reshuffle after all run out to ensure that players are getting more predicable draws and are never holding 3 of a kind. The 3 bookshelves were intentional, it's supposed to be a level that teaches players how to decouple combos to make new ones, but other map generation issues will be fixed. Attacks will happen when characters bump into each other to make targeting easier. Hints for what actions do will not be in this patch, but most likely will get added in the first update. I'll also look into the resolution related issues.

I think that the frustrating parts of puzzles will be less noticeable once I switch from mandatory objectives to optional ones which is the intended design. A lot of stuff that feels like it's not fully working at the moment is mostly that way because I completely ran out of time this year and had to pick quicker ways of implementing features in ways that still made some sense.