For a game about being a dead little guy without the ability to speak properly being attacked by ghosts significantly bigger than them, I ended my time with Hauntii feeling surprisingly chipper and upbeat about the game. That didn’t come without a few gripes, but no game is going to be perfect, let alone the debut title from a small indie team. What it might lack in corporate polish and shine, Hauntii more than makes up for in pure heart, charm, and gorgeous artwork. Now, my total time spent playing shows about 27 hours for me to get all the achievements. I promise it’s not that long of a game. I work from home, and I’d sometimes boot the game up for a little session during my shift, and I’d usually forget about it running since it doesn’t get crazy about hogging my PC’s resources. If a long game is what you’re looking for, Hauntii isn’t going to be that, though it’s not short either. Getting all the achievements probably took me around 15 hours of actual time played to complete. Visually, it’s a beautiful game in that way that’s propped up by strong art design and direction, not with the realistic graphics that show every pimple on a character and will melt your GPU into molten slag in your case. The art clearly had tons of love and care put into it, giving us characters, enemies, and environments that are all fully realized and brought to life. There’s this nice two-tone style that gives each area a unique feeling, which is likely the result of some color psychology that goes beyond what I’m consciously aware of. That said, the art design can sometimes be Hauntii ’s enemy. While the two-tone style and filters make for a very striking and visually appealing game, there are instances when it can be hard to tell exactly where you are in a specific area. It can also make ledges difficult to see in exact relation to where you are, which gets substantially worse when the camera pulls out for certain parts of the game. It’s not a good thing when I have to lean closer to my screen and start squinting just to try and distinguish my character in a cluttered battle or set piece. While this isn’t exactly an art choice, it’s adjacent enough that I feel like it’s worth mentioning. Moonloop, please, I am begging you to do more QA testing on winding staircases if you make another game like this. They do not work in Hauntii , and it’s especially annoying at the end of the game when you’re doing the massive chase with the Judge , with the camera being pulled back obnoxiously far again. I straight up could not see what I needed to see, so unless it was a metaphor for something, consider adjusting how the environment interacts or interferes with crucial visual information we need. In more than just graphics and art direction, the visual information is the core of Hauntii ’s storytelling. You gather up stars you get for completing puzzles, defeating enemies, and wrapping up various challenges in each area. By combining those stars into constellations, you get a backstory told without words in charming little cutscenes that tell you a little about who Hauntii was before their journey in the afterlife. You’re accompanied most of the game by an Eternian, the white angelic being who acts as a sort of “guide” and friend for Hauntii, existing in the narrative to help ghosts gather up their memories to help them let go and ascend. I like this as a storytelling tool. At first, I was disappointed that I didn’t feel many of the NPCs had much staying power, despite a lot of their designs being fun and interesting. Then I realized it made perfect sense. The entire theme of the game, or at least my interpretation of it, is to find the strength to let go and move forward. It’s revealed early on in the game that the ghosts don’t like Eternians and that Hauntii shouldn’t look for his guide or trust her should they find her. With the purpose of the Eternians being clear as the game progresses, it makes sense that NPCs wouldn’t just follow you around. They’re not interested in moving forward. They want to remain stagnant while Hauntii does want to move forward, despite the challenges it may bring. Moving to the gameplay side of things, things generally click, and most things hit. The first two areas of the game are the highlights. You get to haunt a cute, cozy little forest, and the second area is this grand amusement park area. Both areas have fun enemies to fight, puzzles to solve by haunting, and cool environmental interactions with haunting things like trees. You shoot your way through the bad guys, haunt the things to progress, and gather up stars to complete constellations that let you gain stat increases. It does fall off in the third major area of the game. The area is huge with a specific intended traversal mechanic you gain by haunting a certain creature. You lose out on some of the fun puzzles and great environments by doing that, turning it into a vast, featureless, and largely lifeless desert area. Come on, the ghosts have shown they can party it up with an amusement park. We can do better than trudging across a boring desert for a whole area. In general, the gameplay takes its biggest bonk on the head in the third area. The creature you haunt is annoying and frustrating to control, and an entire boss fight ends up revolving around that mechanic. If there was a part of the game that felt half-baked, it was that area and its core mechanics. I don’t want to say it was a “nothing” area, as that seems way too mean for something not that big of a deal, but I do legitimately believe it could have been removed or replaced and not a lot would have been lost in the experience. Moving past that, you get to the last area of the game, which strikes a balance between the first two areas and the third one. The last main area didn’t feel like it was losing steam in it like the third area did, with a few fun puzzles and challenges wrapped up in a cool, oppressive, melancholic vibe. While it lacked the charm and joy of the first two areas, I felt like it got the game back on track for its ending. Which, as expected, is largely left to interpretation without getting a concrete resolution. Hauntii did have me leaving satisfied, though the experience was somewhat uneven. The most unwelcome area in the game felt like it went by in the shortest amount of time, but it’s hard to feel like Moonloop wasn’t struggling to fill out those last two areas somewhat. Still, it’s a beautiful game with cute characters and a nice little story that’s told a lot without words, with gameplay that sticks the landing more than it misses. For $20, I think it’s worth someone’s time, and I think it’s worth it to see it all the way through to the end. As a debut title, I think Moonloop did a fine job with their project they clearly adored to pieces. But if you do get Hauntii and want to get all the achievements, keep track of your hats! Once you get one, you can’t see the name again, and make sure you reload the area where the shops are. They’re usually going to be restocked with new hats to buy. Moonloop, if you read this, PLEASE consider adding a better way to track hats in the game. I will buy every Hauntii soundtrack and artbook I can find if you do.
Expand the review