Play game
Doctor Morben's Asylum's itch.io pageWhich category is your game in?
Le Grand Guignol (created in over 4 hrs)
What language is your game in?
English
Leave a comment
Log in with itch.io to leave a comment.
Which category is your game in?
What language is your game in?
Log in with itch.io to leave a comment.
Comments
This is truly a masterpiece! I've only collected one ending so far (Greed beats charity - what can I say, I had to collect that frog!) and I look forward to trying again to get them all. I'm really enjoying exploring the Asylum and figuring out how to help the ghosts. The design and layout of the game is fantastic too. Great job!
Some of the endings are easy (the ones where you reach breaking point) but a few require some very sub-optimal choices :D
A fun wee game, I agree with other reviewsthat the characterisation of the "ghosts" is very good, and something that a lot of "spooky asylum" games struggle with, especially as they battle with making the spirits *scary* vs being caricatures of people with mental health issues.
Similarly, a *panic* meter instead of an "insanity" meter is appreciated, so there's top marks there.
For the gameplay? Classic choose your own adventure, nice and easy to navigate, the "show your current location" option is a god-send as I get lost so easily even in a game with visuals! I'm definitely curious about how to find 3 endings I didn't naturally stumble across throughout play.
I think the only thing missing would be some nice spooky background music or incidental sound effects, but the atmosphere from the writing alone is very powerful.
Very much noted about the music. I’m not a musician, and I tend to turn the music off when I play games, but I know how much people appreciate it, so my next game I will try!
(I did do one game with music, but no one ever commented on it, so I don’t know if that’s a bad sign).
What a beautiful design! It's the little touches that impressed me so much. The turning caduceus when you hover the mouse over it, the panic meter, all of it. This was clearly a labor of love and it shows. Excellent work!
This game looks beautifully presented. I like the fear meter, the symbol felt very lovecraftian in a way for some reason. (Maybe I’ve played too much Dredge :D ) There’s a lot to see here, so many rooms to poke through. I think I need to find a locked room again (I think it was on the first level! I’ve kind of been working my way through the game as I can get the time together this week) as I know I’m missing the means to help the ghost in the plants and there still seems to be a few others I’d assume I need to help I haven’t seen yet from the hints in the letters and objects before the house will let me leave.
I did find the error bugs rovarsson reported (so won’t report it again). Good to know that won’t affect the ability to finish the game though :)
I’m glad you are enjoying the game!
There’s an element of gating going on. Like the game doesn’t want you to go upstairs before you’ve been to the office, you can’t go to the courtyard before going upstairs, and so on. The items you are looking for tend to be in another area (with one obvious exception), so if you can’t find something, check another area, and if you can’t find it there look to see if you’ve unlocked the next area.
Loved it! Very atmospheric and spooky with superbly descriptive language that really sets the scene.
Thank you very much!
Beautifully crafted and deeply atmospheric! The panic system adds real tension, and the writing keeps you invested from start to finish. I loved uncovering the different endings and how the game rewards curiosity (and a bit of recklessness). A haunting, clever, and memorable game!
As others have mentioned, the delivery of this game is top notch and the panic system is a really clever and well implemented feature. Despite knowing the consequences, I couldn't help throwing myself down every path destined for maximum panic, because, well, sometimes you want to chase down a frog. Didn't realise the gum was a helpful tool until much later on but that was a fun bonus. I got a bunch of grim endings and came very close to achieving ghost catharsis before losing again, alas, I'll have to chase that down when I have time. A witty, atmospheric, and spooky game!
Thanks so much for the comment!
The gum was a last minute addition, so it’s maybe not as well signposted as it should be. Maybe post-contest I’ll see if I can find a better way to point it out to players.
The game is so much harder than I ever intended, but I’m glad it’s worth pushing through
Even having played it many times as a tester, I still find it creepy, haunting (not that kind, the sadder kind) and engaging. A lot of good things going on: quiet moments, excitement, suspense, and generally the game responds in a logical way (when I am pushing the boundaries of "is this a good idea?", I get logical consequences).
An excellent effort and result.
Thank you so much for all the testing work!
An excellent game; I found the design very well done.
The panic system, which creates tension as you explore the different rooms and uncover the mysteries of the madhouse, was a brilliant touch. Of the games I've played so far, this is my favorite.
Thank you so much! That’s high praise indeed!
a fine addition to the haunted asylum genre!
Thank you for playing! I hope you got one of the good endings (there are 7 total), and not one of the many miserable deaths instead :D
I got mostly miserable deaths, but I enjoyed them anyway!
Hello architect of this spooky asylum. I only just started investigating and the atmosphere has already thoroughly go me creeped out. (In a good way.)
-----------------------------------------------------------
I found some errors:
--> Just entering the Foyer:
"You are the foyer of the asylum. " -> in the foyer
--> After running away from the spectral woman:
" If you can free the ghost, maybe you can free youself?" -> yourself
--> In the library, looking closer at the portrait of the woman:
Error: cannot find a closing tag for macro <<first>>
You take a closer look at the painting of the woman in the gown, trying to work out what's wrong with it. The painted silk is covered in patterns, flowers, or circles or …
Eyes! Her gown is covered in eyes, all staring out of the canvas straight at you!
You tentatively rub the surface of the painting, hoping that it's just some sort of visual trick, but the eyes only get clearer. Who would paint this? A patient? The signature in the bottom corner is almost impossible to read, but you think it says Emily — something.
Error: child tag <<finally>> was found outside of a call to its parent macro <<first>>
The eyes stare at you from the faded canvas, just like before. You feel that the whole house is watching you.
Error: cannot find a closing tag for macro <<first>>
--> Looking at the boxes of papers in the Library:
"You assume that the shelves here were once neatly stacked files" -> stacked with files
--> The advertising flyers:
"... a stylized design that looks a little a glowing sun..." -> "looks like a little glowing sun" or "looks a little like a glowing sun"
--> Searching the papers on the floor of the office:
"a faded photograph papercliped to the edge of a page." -> paperclipped
--> Clicking on [Leaf through the old man's file] from Beau Russel's file takes me to the boy Martin Green's file instead.
--> Phew! I feel much safer now that I found myself a towel.
--> Examining the chair in the furnished room upstairs.
There doesn't seem to be anything special about this chair. It was painted white once, but the paint has flaked away to reveal the old brittle wood underneath. You wouldn't trust your weight to it.
It has been placed facing the locked and shuttered window, as if someone often sat staring out of here.
They must have wanted out of this place so badly …
Error: cannot find a closing tag for HTML <p>
You check the seat in case someone hid some letters there, but there's nothing to find.
------------------------------------------------------------
Back to heart-shriveling exploration...
My lord! 3 weeks of testing and half a dozen testers and look what you’ve found!
None of those sound game breaking, so they’ll have to wait till after the contest for me to fix them.
None are game-breaking, and none are diminishing my enjoyment of your game.
I'm deep in this horror atmosphere asylum you've crafted!
Hi again! I'm back for another dive into the tense and panicked atmosphere of the asylum. So glad that teddy bear didn't eat me...
------------------------------------------------------------------------------------------------
--> Looking closer at the teddy bear:
"Probably a well-loved." -> doesn't need the a .
--> In Lola's room:
" Once, the walls were papered with some sort of ornate flower pattern, but the walls are dark with damp and mold." -> No error per se, but the repetition of "the walls" grates a bit. Why not "...but now they are dark..." ?
-->Clicking on the cigarette case in my inventory:
"Monogramed 'Beau Russel' " -> monogrammed
--> On the staff floor landing:
"Old doors hang open, giving on to the little narrow rooms..." -> I think this should be one word: onto
--> Immediately after taking the diamonds:
You rush back up the stairs, through the library, and back to the foyer, waiting for the shoe to drop, but it seems Morben was as good as his word. The front door stands slightly open, and nothing stops you running outside.
It is pitch black. Cold, heavy rain pours from the night sky. It must be well past midnight.
Error: cannot execute macro <<p>>: unable to parse macro argument ""Who cares? You": unterminated double quoted string
aren't going to have to worry about getting up for work ever again!
--> Waking up in the hospital:
"The Doctor's have no real explanation for why you are there," -> Doctors
--> I got ending 5: "Greed beats Charity". But underneath the afterword it says:
Endings Collected
--> When I'm in the Control Booth, the name of the save-file is still "Basement Corridor". That's confusing for when I should want to return to this choice.
--> I'm very impressed with how you balance this whole game. The panic creeping up with enough triggers to bring it back down a notch. The new weapon appearing just as I lost my second-to-last one, the bottlenecks opening up after the right amount of exploration... Well crafted!
--> I destroyed the Machine! And then I got this message in the Afterword:
Endings Collected
Both of these are wrong:
- I never got ending 4 "Lost to the Device", I got 5 "Greed beats Charity"
-Aside from the error message, my final ending was not 6, but this one:
This is ending 7 of 7
“An end to this horror”
--> I just went back to an earlier save to verify the name of my ending for my previous comment. Clicking through to Credits and the Afterword now gives me this:
Endings Collected
--> Of course I had to go in one last time to confirm my suspicions... And indeed, the endings just keep stacking:
Endings Collected
---------------------------------------------------------------------------------------------------
Lots of progress. Heading further upstairs now! If I don't come back, come find my ghost. You'll be able to appease it with John Coltrane.One ending done. I'll go back to do the more heroic thing: leave the diamonds, stay in the house, and try to save the rest of the patients.Finished.
Thanks for a great game!
I’m making a list of all the errors!
Next time I’ll employ you as a tester :D
Review is up:
Rovarsson Licks Ectoplasm - Competitions - The Interactive Fiction Community Forum
Have fun being spooked by the rest of the EctoComp entries!
Best wishes,
Rovarsson
I’m going to preface this by confessing that I had played this using the downloadable version (over the in-browser version) without making modifications to any of the files. Even though this version lacked a couple of the fonts and lacked all of the images, it was still playable and I managed to find 3 out of the 7 endings. (Admittedly, I did use the gentle difficulty mode.) The panic mechanic did bring an additional factor into the game, as the game warns you against reaching the maximum panic level. (Though, this didn’t stop me from intentionally doing this after finding 2 endings.) At the risk of spoiling one of the endings, I found that the characterisation of the ghosts as victims and the inclusion of their backstories made the game quite a confronting experience.
Thanks for the comments! I’m sorry the downloadable version didn’t work right for the images. I suspect that’s my testing code kicking in and looking for the images on my local disk instead.
Sadly I can’t fix that during the contest I suspect.
The contest organisers allowed me to update the downloadable version so the fonts and images work. If you wanted to get that version, you should be able to.
Story telling, puzzle design, and css styling are all top rank. As a tester, I was impressed with the professionalism of this game even during the beta stage.
Thanks so much for the comment!
I'm so glad this is posted! It was a lot of fun testing this game and figuring out the puzzles.
Thanks so much for the comment, your playtesting help was very much appreciated.