---{ Graphics }--- β You forget what reality is β Beautiful β Good β Decent β Bad β Donβt look too long at it β MS-DOS ---{ Gameplay }--- β Very good β Good β It's just gameplay β Mehh β Watch paint dry instead β Just don't ---{ Audio }--- β Eargasm β Very good β Good β Not too bad β Bad β I'm now deaf ---{ Audience }--- β Kids β Teens β Adults β Grandma ---{ PC Requirements }--- β Check if you can run paint β Potato β Decent β Fast β Rich boi β Ask NASA if they have a spare computer ---{ Difficulty }--- β Just press 'W' β Easy β Easy to learn / Hard to master β Significant brain usage β Difficult β Dark Souls ---{ Grind }--- β Nothing to grind β Only if u care about leaderboards/ranks β Isn't necessary to progress β Average grind level β Too much grind β You'll need a second live for grinding ---{ Story }--- β No Story β Some lore β Average β Good β Lovely β It'll replace your life ---{ Game Time }--- β Long enough for a cup of coffee β Short β Average β Long β To infinity and beyond ---{ Price }--- β It's free! β Worth the price β If it's on sale β If u have some spare money left β Not recommended β You could also just burn your money ---{ Bugs }--- β Never heard of β Minor bugs β Can get annoying β ARK: Survival Evolved β The game itself is a big terrarium for bugs ---{ ? / 10 }--- β 1 β 2 β 3 β 4 β 5 β 6 β 7 β 8 β 9 β 10 A refreshing and interesting take on the newly created ghost hunting genre. The game is not a Phasmophobia clone - completely different game mechanics, objectives, and overall feel. Some critiques I have: 1. The collection of evidence is too easy and short. Once you find the ghost room, you can drop all the items in the room to collect evidence and exorcise the ghost quickly and easily. One complicated solution is having the ghost roam the entire house with a favorite room where it visits the most. Evidence should follow the ghost within x proximity and potentially linger for x amount of time. 2. No voice recognition. The spirit box, holy book, rempod, and the ghost itself should be utilizing voice recognition. The Ghost Hunter Corp's holy book mechanics are a prime example. 3. The frequency of interactions is ridiculously high where the ghost will spam interactions every few seconds. This quickly leads to heavy lag and crashes, especially with Effigies fire tendencies. Please give us a way to put out the fires, they're a computer killer. The game should start off slow and gain intensity based off heart rate and game duration. A good duration of game play is between 15-35 minutes. 4. The audio is lacking. The demonic hissing sounds like somebody blowing in your ear. The ghost footsteps sound off pace, out of place, and don't fit the aesthetics of the situation. The burning of the book should be more dramatic than a fizz. Ghost noises are generic and silly, especially the kill animation sound ("RAAAAAAGH"). The frequency of the alarms and radios are annoying. 5. Introduce player health where interactions and evidence gathering can damage the player. Give us healing items that take time to apply. 6. The frequency and/or range to detect some evidence is too high. The doll can be detected from the floor above, below, or from other rooms. Reduce the spirit box frequency. It should be scary and meaningful when found, not spamming "intimidating" meaningless phrases every 3 seconds. 7. Ghost exorcisms should be repeatable. When failed, the ghost should become more aggressive, hunts for longer, and hunts at lower heart rates as a penalty. 8. The "pile of bones" should be called the "pile of skulls". 9. The spirit box shouldn't provide "look up" or "behind you" without the ghost being there to jump scare. New Ideas: 1. (Building off the player health idea) Radiation is detectable from far fairly away, but heavily damaging or even lethal at very high concentrations until radiation pills are taken. If the players take radiation pills preemptively and the ghost doesn't have that evidence, it fails the exorcism regardless of difficulty. 2. The music box is carried and played by the player. If the ghost/ghost room has the evidence, the ghost begins to hum/sing/something. If the ghost/ghost room doesn't have the evidence, the ghost becomes angered and becomes violent. 3. EMF's appear temporarily around all interactions, though only a EMF 5 is evidence. This encourages players to investigate and follow the interactions more. Small interactions have low chances of EMF 5, portals to hell have higher chances of EMF 5. 4. The ghost orbs physically move slowly around the house, as if a wandering ghost. The orbs also give off freezing temperatures off EMF. 5. Below/extreme Freezing temperatures. All houses are below freezing, as ghosts siphon energy from the air to manifest. If the ghost does have the evidence, the freezing temperatures in the ghost room VERY slowly develop into extreme freezing temperatures. Extreme freezing temperatures coat the room in frost, think a Dementor freezing effect. Once in full effect, the players hands and feet begin to numb, slowing their movement. Fearing god has abandoned them and there is no escape should the exorcism fail. 6. Ghost ID. Players have to investigate the house and personal belongings to identify the ghosts name as a part of guessing the ghost type. If incorrect, the same penalty applies as incorrectly guessing the ghost type. For example, Grognak The Destroyer, Demon class. We need more lore Kyle! To end on a positive note. The game truly does have a lot of room to grow into something unique, scary, and thematic. The interactions are second to none, the ghost models are fun and are a huge strength. The game just needs more time in the oven. Fantastic start Kyle, you've come a long way and I'll be watching your progress with great interest.
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