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From Day to Day was a pretty enjoyable demo. It gives you enough insight into what to expect from graphics, sound design, story, and lore, leaving you intrigued and wanting for more. It accomplishes this through the great presentation of the environment - an abandoned, dilapidated house - effectively using light (or lack thereof) and sound effects. If you take your time, the demo will take roughly 20 - 25 minutes. It's divided into three parts: gaining entry to the house, exploring the inside, and witnessing more strange events inside the house three days later. 

For some, gaining entry to the house may not even be considered one part as it involved mundane tasks to get inside. Then again, the entire demo consisted of doing mundane tasks, but trying to find a way inside was rather pointless and an exercise in futility. According to the story, the protagonist purchased the house to renovate and start a new chapter in his life. You'd assume he would've been provided keys to the house after his purchase, but that's not the case, you have to find the keys at the start of the demo. One could only imagine what the protagonist must've been thinking of driving to the house about how he was going to get inside seeing as how the realtor didn't give him the key. Then again it's an abandoned house, so for the sake of argument, you could say he assumed the door to the house would be unlocked. I realize these are petty details, but this is where it gets really nonsensical because, as it turns out, the keys are located inside a room of the house on the first floor. It's easily accessed by prying the room's window open using a crowbar. Finding the crowbar wasn't easy (it was for me if you watch my video), I've seen other gamers spend more time than necessary because the crowbar blended well in the dark. That is to say, the graphic's contrast is strong; dark areas appear almost pitch black, and areas lit with the flashlight are sometimes drowned out by the light to the point you can't see details. Once you pry open the window to grab the keys, you're supposed to use them to open the front door, as if you couldn't just open the window wider and climb inside the house. As I said, this was an exercise in futility, and almost seemed like it was insulting the player's intelligence. 

The rest of the demo was great. The tension created in the house was strong because of the use of light and sound and how well-designed the interior of the house was. I recommend trying this if you want a great acute scare. I'm looking forward to the release, and in the meantime will feature on my channel the Locked Up demo. I have the full game of Locked Up but haven't played it yet.

PS. - The use of the Friday the 13th font seemed too silly for me. There's nothing wrong with it, it just seemed uncreative using a font that's so recognizable to a franchise.
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Thank you for playing! The demo version of the game is the backstory of the main game, so you have a lot of questions about why and where the logic is)) In the full version of the game, all questions will be answered. 

The demo starts a few hours before the events of the main game. You will understand what all these actions with keys and door bolts were for)

P.S The Friday 13 font is a reference to the immortal classic. I try to perform the game in the spirit of the 80-90's.

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I'm even more intrigued now knowing the little details are addressed in the full version. I've wish-listed the game, and can't wait for its release!