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Short and sweet (spoilers hidden)

  • Miryafa
  • 12/16/2016 07:43 AM
  • 2892 views
I downloaded this game because I wanted something short, and ended up beating it in about an hour, which was perfect. The story hooked me, the characters were believable, the puzzles were challenging enough without requiring moon logic, and the decisions I made ended up leading to the best ending, which felt fantastic. And the game provided some amount of closure, leaving me satisfied.

The music was fitting, and the cinematics, though simple, were good enough that I understood everything (although the first few nights I thought there was something looking in the bedroom window, before I realized that was just Namie sleeping in her bed).

I liked story. While on vacation from work, Namie moves into a new house. She notices some strange things, but decides that she can deal with it. That's a motivation I can buy. And when something disturbing happened, one of my options was to pick up a phone and tell someone about it.

And when the monster showed itself, Namie decided "Nope! Time to get out." Like a sane person, thank goodness.

The only thing that could have been better, and which always takes me by surprise in these games, would be for the victim of a monster (Namie here), to be more vague and sane-sounding about what they saw.

"I think an animal got into my house. It left footprints." Yes, very good. But what about calling the police and saying something like "I saw someone in the house next to me, and last night I heard footsteps and someone tried to force their way into my room"? Or, when spending the night at her next-door neighbor's house, "someone broke into my house and chased me out the front door"? "I guess they left me outside because they didn't want anyone in the neighborhood to see them on the street." I know "animal in the house" doesn't really stand out as a danger to life and limb (except in wolf country, where people respect what animals can do), but "someone tried to kidnap me and I don't feel safe in my own home" definitely does.

Maybe most people wouldn't say stuff like that, but it's stuff like that that I think would be great, and reduce frustration about them not getting help, because the only way they couldn't get help then is from supernatural intervention, which is the kind of story I like. Or it forces you to put the main character in a setting where they can't reach out to police (no phone reception, or the police are too busy, or they're in a setting with no phones), which works just as well.

That's all a minor quip though - a way to make a great game even better.


The game had standard controls, including a run button and the ability to save anywhere, which I'm appreciating more and more in puzzle games.

The gameplay was mostly solid. From a horror point of view, I was nicely isolated (if only by the character's own choice), I eventually got the impression that something wanted to harm me (setting up good atmosphere), and I had no way to fight back.

Well, I had no way to fight back until the last part. That was ok though.


From a puzzle point of view, I was able to solve all the puzzles with the information given, but it wasn't too obvious as to be trivial, which was perfect.

A few times I was running around thinking "what am I supposed to do?" But the answer almost always was simply "go to bed." That took me by surprise, but wasn't bad.

The safe combination puzzle, which stood out as the only thinking puzzle in the game, was straightforward. There were 4 symbols in the email, and 4 numbers on the safe. Ok, each symbol is for a number. The book underlined "point" everywhere it appeared, which led me to think I should count the number of times each word appeared. And that was the answer. I would ask that next time you put all the words on one page though - I screenshotted the first page so I could count them all without loading the pages again and again. Which was a good thing, because I miscounted "axis" the first time and had to count again.


The game as a whole wasn't outstanding, by which I mean that I think there could've been more to do, and in a less linear way*, but this game did everything right. I completely recommend it.

*Such as not needing a second email to start the safe puzzle. What if I could have found that special page the first time I looked at the books on the bookshelf? Or give me more to do with the camera, or actually inspect the house next door. The biggest letdown was that I never got to see inside that house, and therefore was never forced to sneak around the house evading the creature while searching for macguffins.

Posts

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Good review! I think this game deserves it. ^^

I had also been thinking about putting a review for this but in the end I couldn't do it, mainly because I probably missed "the best ending" you touched in the review...

By the way, I little surprised at how lower place it ranked in the results of the horror jam. (actually it ranked 9th) Although I have not played much of the entries of the jam, I'm believing that this game should have been placed at least a higher position than Lavender (6th), considering the jam has been for horror games. Lavender is wonderful too, though.

And- Oh? Someone is knocking the window and groaning hardly... Weird, as my room is a second floor. Just hold on, I'll check i
Thank you so much for the review (holy crap five stars)!

About the linearity issue,
it was mostly due to time constraints and underestimating how hard it is to do branching choices. Honestly, one of the biggest troubles I had with this game was figuring out all the possible player outcomes and adapting to them, such as being able to find an item to trigger a conversation on different days and keeping the continuity and whatnot. Even some really minor things can take a lot of work welp

Going inside the house seemed like a counter intuitive thing to do with what I was going for, which was doing the story Junji Ito style - it just didn't seem like something that would happen in one of his stories. I do see where you're coming from though! If I wasn't trying for a Junji Ito style I would have probably done something like that (or at least have a less vague ending).


Still, thank you so much!

author=poopoose
Good review! I think this game deserves it. ^^

I had also been thinking about putting a review for this but in the end I couldn't do it, mainly because I probably missed "the best ending" you touched in the review...

By the way, I little surprised at how lower place it ranked in the results of the horror jam. (actually it ranked 9th) Although I have not played much of the entries of the jam, I'm believing that this game should have been placed at least a higher position than Lavender (6th), considering the jam has been for horror games. Lavender is wonderful too, though.

And- Oh? Someone is knocking the window and groaning hardly... Weird, as my room is a second floor. Just hold on, I'll check i


I was a little disappointed at the ranking, but oh well :p I didn't have the time to play the other games, though, so I can't really judge.

I know that the lowest rating for the game was for audio (while the average for the other aspects was about 3.5), and I was wondering how people felt about it? Some commented on the lack of background music, though that was intentional on my part, so I was wondering how much that bothers people, mostly out of curiosity c: I do love me some soundtrack, but I decided to experiment with this one and focus on the sound design instead.

Also

well, it looks like someone needs to get a flamethrower :p
Cool, a game dev response!

I completely empathize with the difficulty of making a something nonlinear! In my case, I tried to write a choose-your-own-adventure story, and I got quickly frustrated with how challenging it was to make branching paths.

Maybe this could help you with making less linear games: after you finish the story and you know "for event A, you need to fulfill requirements X and Y", go through your story again and re-examine the requirements for each event from the perspective of someone who has already beaten the game and knows the story. That might help you see things like "ok, I wrote that to solve the safe puzzle, you need to read the book with the solution." Then you might think "wait, if you play this game again (or die and restart), you'll already know the solution, so it doesn't make sense that you'd have to wait." Or you could simply not make the solution itself the puzzle, but make finding the solution the puzzle, such as with a key to the safe. In that case (where the key is hidden in a book on a shelf), it'd make sense that Namie doesn't get the key to the safe until the email draws her attention to it, because why would she look in that book? Or to go one step better: maybe she could still find the key in the book after finding the safe because now she's on the lookout for places the key might be hiding.

Anyway, linearity isn't such a big deal. It's more egregious in games where there's 2 completely disparate events that the player is forced to encounter one after another - and that wasn't in this game.

Also: ah! I didn't realize that not going in the house was a Junji Ito thing. I didn't even read the blub on your front page, so I had no idea the game was inspired by Junji Ito. And on top of that, I've never read Ito's works (though I'm interested now). In that case, while it's disappointing, I understand it.

However, I would encourage you though to find your own reason why something should or shouldn't happen - not just what Junji Ito would do. You've proven to me that you can make a consistently good game. And leaving me wanting more is also part of making a good game. Mark Rosewater said "always make the game end before the audience wants it to." Which doesn't mean cutting it short and leaving out the falling actions and conclusion - it just means they come sooner rather than later.

I think that for this game, the reason it shouldn't go into the house could exist. I don't know what it would be, but I think you could find it if you tried. But the way your explained it, I'm left disappointed for basically no reason! And in hindsight, it really stands out! "The house next door" is the most interesting thing in the entire game, and we never get to explore it! What kind of story says "here's something interesting and mysterious" and then sets it aside and never mentions it again? Chekhov would roll in his grave. Along the same lines, this is a game that says "here's an interesting and mysterious and scary house," and then never lets me interact with it.

And I do think the house was the most interesting thing in the game, rather than the monster. The reason is that we learn about the monster: it lives in the house next door, has the ability to open closed and locked windows, and kidnaps people. And eventually we even learn how to kill it - and which point, it stops being scary, because a key part of horror story monsters is that they can't be killed. On the other hand, we never learn anything about the house. Why is it there? How is it there? Why does Namie say it looks the same as the other houses on the block, when it looks nothing like her house or her neighbor's house on the other side? How long has it been there? And most pressingly: what goes on inside? It's sure as heck to be more interesting than Namie unpacking, greeting the neighbors, and reading work emails.

When you can answer the question "why shouldn't the player go into that house in this game?" with something more definite than "it just didn't seem like something that would happen in one of stories," your game will necessarily become better. You'll know more about the kind of game you're making, which will add definition to the gameplay and story. To give you a sense of what I mean, take 20 seconds to watch Yahtzee Crosshaw talk about Portal (in his review of Portal 2). Portal is another short game developed by people with limited resources (in fairness, more than you had), but the best part of the game was that it had superbly tight gameplay and story. Everything interesting in that game was explored, and you never got even a faint signal that there was anything worth exploring that you didn't get to see. In Portal 2 we met characters and explored things we never even heard about in Portal 1, and learned that (canonically) there was a whole lot more than we were first led to believe. But that's just the point - in Portal 1, we heard about none of it. Obviously Portal is puzzle comedy and From Next Door is puzzle horror, but that game design principle carries across genres.

That's what I meant when I said the game gets 5/5, but it isn't perfect (or that I should've given 4.5/5). I just couldn't verbalize it properly at the time I wrote my comments and this review. I personally make a distinction between games that get 5 stars and games that are my favorites for this reason.


And lack of music is absolutely not a flaw in a game. Silence is a soundtrack like any other, and it can accent a scary atmosphere. On the other hand, careless or bad music choices can ruin atmosphere. See also the relevant portion of my review of Dreamland R Final Mix.

On a tangent:
I'm somewhat surprised this game did worse than Lavendar, since IMO this game was better at being scary, but (a) I understand scariness is relative, (b) I think Lavendar had better puzzles, (c) I think Lavendar had a more unique story, and better hook, and (d) I think Lavendar made better use of color, so I could understand if those things swayed judges.
You make some interesting points!

About the not going into the house thing - I made the decision to make this game in a way that would emulate the style and feel of Junji Ito's stories (which are fantastic and I recommend them to any horror fan), and that included the non conclusive ending, and the mystery left unexplored and unexplained. This was a deliberate choice for this game in particular, even though I knew it wouldn't please everyone. However, that doesn't mean any future games will be like this! Quite the opposite, actually, as much as I love Junji Ito I also love exploring mysteries and explaining stuff, haha


So I guess what I'm saying is, basically, I get what you're saying! Although this is my first proper game released, it's technically the second (kind of third) in development, and I wanted to try something completely different from what I was doing with my previous game Playground, which is a lot more 'me' and a lot less Junji Ito. So I guess keep an eye out for that? /shameless self promotion
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