Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

The atmosphere in this was extremely effective. I was so nervous to progress with each change from the VHS that the first time I played it (at nearly 3am, like an idiot) I had to turn it off after the second VHS. At the time it felt like something was going to come out of the blue room toward me. I thought the door might have closed but I'm not sure? I haven't gotten it to repeat if so.

I've now played through twice but even with performing different actions (and receiving a different item) I still managed to get only one ending. I'm curious to explore further and try to get the second one, and I think I have an idea of how to get the secret ending. I'll be picking at this now and then to see what new things I can discover, for sure.

I know you were unhappy with this game and consider it a failure but I think it's a success. It may not be what you originally envisioned but it has its own unique style; it's captured a very distilled feeling of familiarity and dread that I both hate (because it's scary) and adore (because it's scary). It won't be an easy experience to forget, I'll say that much.

I'm very fond of all your work so far but I wanted to comment on SPEK.TAKL especially because you had such a hard time with it. I think you did an excellent job and, if nothing else, I hope you can see it as a step in the right direction even if it might have felt like more of a detour during its production. Seriously good job and I can't wait to see what you work on next!

(1 edit)

Wow, thank you for the kind words. As I've (poorly) explained in my Post-Mortem, I am coming back to the game in a more positive light now. I can only see the flaws of a given title when it comes out, but over time my understanding of programming and game design gets better and informs me on how to make things better the next time around. So yeah, \SPEK.TAKL\ is alright, now. :P

Funny you should be scared of the blue room because I've experimented with having one of the VHS tapes ending with a live feed of a camera looking at the couch and tv from the blue room itself, to give this impression of someone actually being in the blue room watching you. Eventually it didn't work (the feedback loop from the camera-tv-camera-tv was too much to handle for poor old Unity3D) so the idea was scrapped, but it is the same logic that lead me to limit the rotation of the player character when sitting in the couch so that you can only barely see the blue room over your shoulder. I hated having my back turned to a hall when sitting on the couch in my parents' living room back in the day.

Since leaving this comment I played through a few more times and I just got the other two endings (and I jumped out of my skin with the secret one). Really loving it more and more with each pass. I'm glad you've since warmed up to it, as well!

Oh that is very spooky. It's unfortunate a lot of ideas like that had to end up on the cutting room floor but maybe certain feelings like that could be repurposed into later projects, who knows.

The feeling of having your back to something open and dark is really icky and I relate to that a lot. There's a room in my house that is the main TV/living area that has no door and is covered with windows. For a while there weren't any curtains either so when it was dark outside the windows were just pitch black and there's always this feeling of someone standing in the wide doorway when you're not looking at it. I also hate having my back toward the crawlspace door in my basement even though it's closed and latched, and I got that feeling initially before I found the key to open the blue room - probably why I spooked myself so bad the first go around.