A cute game with a great concept, pleasant pixel art and sound, which, unfortunately, is let down by unclear implementation and overloaded gameplay.
The visual and audio components are truly top-notch. The pixel art is excellent, and a lot of work has been done on the sound. It not only creates the atmosphere of a "haunted house" but also serves a gameplay function, allowing you to navigate the space and determine the ghost's location.
Unfortunately, that's where the positives end. You are in for a very long training mission. It's not difficult, but it is extremely drawn out. The developer forces you to try out all the ghost-fighting tools, but you only have 3 inventory slots for equipment. As a result, to use a new tool, you constantly have to run back to the very first room while you are in the third one. These 20-second round trips start to become very tedious after the third iteration.
After the training, the main game begins. Is there a story? Yes and no. We are shown that the main character is a ghost hunter, and his assistant is in love with him, but the story doesn't develop beyond that. You are faced with separate mission-orders without any overarching narrative. This wouldn't be a problem if the gameplay were engaging, but, alas, it doesn't change after the introductory mission. The only new feature is that almost all equipment and consumables, except for the basic set, now have to be purchased from the assistant before a mission.
This leads to the main problem - inflated difficulty due to clumsy controls and overloaded mechanics. There are only three of them: fear, stamina, and hunger. The main character is afraid of everything, and when the fear meter is full, he can't oppose the ghost, which will pull him out of his hiding spot and start draining his health. Zero health means starting the level over. I never figured out how to effectively combat fear. It's only known that it increases in the dark, and the ghost constantly turns off the lights before a hunt, and before that, it doesn't appear in lit rooms.
At the same time, you need to collect evidence and the ghost's personal belongings to understand its story. But due to the constant running around for consumables and the need to hide from the ghost, you simply don't have time to analyze the information and immerse yourself in the plot. One gets the impression that the developer didn't consider the story important. The question arises: what, besides the atmosphere and pixel art, is supposed to hold the player's attention with such gameplay?
The keyboard controls are extremely inconvenient. The key layout is haphazard, and it feels like the game was originally designed for a gamepad, which would have been much more comfortable.
And finally, I have little faith in this game's development. This developer has two other projects in the works simultaneously, one of which is very similar in concept. It's suspicious when a new game with the same idea is started without finishing the old one. This usually means the previous project has been abandoned. And given that the studio likely doesn't have a large staff, this game will most likely remain in its current state.
The visual and audio components are truly top-notch. The pixel art is excellent, and a lot of work has been done on the sound. It not only creates the atmosphere of a "haunted house" but also serves a gameplay function, allowing you to navigate the space and determine the ghost's location.
Unfortunately, that's where the positives end. You are in for a very long training mission. It's not difficult, but it is extremely drawn out. The developer forces you to try out all the ghost-fighting tools, but you only have 3 inventory slots for equipment. As a result, to use a new tool, you constantly have to run back to the very first room while you are in the third one. These 20-second round trips start to become very tedious after the third iteration.
After the training, the main game begins. Is there a story? Yes and no. We are shown that the main character is a ghost hunter, and his assistant is in love with him, but the story doesn't develop beyond that. You are faced with separate mission-orders without any overarching narrative. This wouldn't be a problem if the gameplay were engaging, but, alas, it doesn't change after the introductory mission. The only new feature is that almost all equipment and consumables, except for the basic set, now have to be purchased from the assistant before a mission.
This leads to the main problem - inflated difficulty due to clumsy controls and overloaded mechanics. There are only three of them: fear, stamina, and hunger. The main character is afraid of everything, and when the fear meter is full, he can't oppose the ghost, which will pull him out of his hiding spot and start draining his health. Zero health means starting the level over. I never figured out how to effectively combat fear. It's only known that it increases in the dark, and the ghost constantly turns off the lights before a hunt, and before that, it doesn't appear in lit rooms.
At the same time, you need to collect evidence and the ghost's personal belongings to understand its story. But due to the constant running around for consumables and the need to hide from the ghost, you simply don't have time to analyze the information and immerse yourself in the plot. One gets the impression that the developer didn't consider the story important. The question arises: what, besides the atmosphere and pixel art, is supposed to hold the player's attention with such gameplay?
The keyboard controls are extremely inconvenient. The key layout is haphazard, and it feels like the game was originally designed for a gamepad, which would have been much more comfortable.
And finally, I have little faith in this game's development. This developer has two other projects in the works simultaneously, one of which is very similar in concept. It's suspicious when a new game with the same idea is started without finishing the old one. This usually means the previous project has been abandoned. And given that the studio likely doesn't have a large staff, this game will most likely remain in its current state.