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(+1)

*insert 'What was he cooking?' gif*

As much as this is a tech demo, I see potential in a premise of a house that just does whatever the hell it wants. Plus, having to squeeze information out of sussy guests its inviting can effectively build up tension  for a cool mystery to be solved in the future.

I would write more but Knight already beat me to the punch

(+1)

Kekekekekekeke.... I have a lot of plans. Lots of systems already setup in testing phases (only available if you find the dev mode switches). There are a couple mysteries already hinted at if you interact with enough objects in the house. ^,.^

(+1)

I guess, why be precious about it. There are actually several hints towards possible mysteries involving the house and main guests in the cover image for the game. ( ˶ •́ ω •̀ ˶ )

Alright, will give it another go if I find time. Maybe I completely missed the content since I was just walking around aimlessly

(+1)

I can make things a bit more on rails, but the NPC emotions, NPC activities, and such are almost finished being setup (in their early states) and I am hopeful that will make up for the lack of quest markers. The next version I release will have a lot more non-routine NPCs as well more world appropriate minigames. (NPCs will die if you don't provide food resources) 
Though this is still an early alpha for my first game, so please keep that in mind.

That new version is out. The game strongly guides you towards the kitchen early on in the day to meet the Food Witch. She has a real name you can discover. Fishing, farming, hunting, cards, NPC activities and NPC emotions are all setup. Their explicit moods are not yet setup though.

Staff will start to ask for pay after a week and I will expand upon the management features, but they will be limited at first since the protagonist did not plan to be a host.