Alone is a parser-based horror game by Paul Michael Winters, published in 2020. The game is about a post-apocalyptic scenario where an infectious disease has ravaged the earth and you’re a survivor, just drifting aimlessly... at least until gas runs out of your car.
It’s basically a tightly designed, gloomy puzzle-fest. The design feels pleasantly streamlined - the game world isn’t overwhelmingly big, and as befits a world half-empty, most rooms don’t have too much to examine either. At least up to a certain point, the challenge of the game feels just right - it’s neither too hard or too easy to figure out what you’re supposed to do.
The writing is terse and subdued, which works with this type of horror. The tone of the game manages to be consistently morose, although to criticize something, (Spoiler - click to show)the setting isn’t particularly original - from a dark forest to an abandoned gas station to the underground bunker - nor is there any major twist awaiting here that would turn it all upside down in the end. This overall story feels a bit ho-hum, although to the game’s credit, the ending is surprisingly optimistic and leaves a nice feeling, and the game’s focus seems to be on puzzles anyway.
The polish is generally good, although sometimes the implementation felt just slightly lacking. Some things don’t exist in the game world that seem like they should, but I don’t think there are any problems that really hamper a regular playthrough.
The game can be finished under 2 hours if you don’t get stuck on anything for too long. It could be worth a try if you want a solid puzzle-focused adventure and don’t mind some unsightly horror imagery.
The Shadow in the Snow is a choice-based game by Andrew Brown, published in 2020. The game is about getting stranded in some isolated forest area during a snow storm (Spoiler - click to show)and surviving a werewolf attack.
This is one of the first titles I tried during IF Comp 2020, and I ended up playing an early version of the game that had some truly game breaking bugs. For instance, you could softlock the game by simply using a certain text link too many times in a single session. Since then, the developer has fortunately fixed the worst bugs in the game, making it at least playable.
The gameplay consists of clicking text links to move around the area, occasionally examining and picking up things. There is an element of trial-and-error here, since sometimes you have to choose between multiple choices that you can't know in advance which leads to salvation and which does not. Other than that, it's a pretty simple and short game, with a few additional details you can miss during a playthrough if you're not thorough.
The lack of ‘undo’ is an inconvenience - if you get a game over, your only choice is to return all the way back to the beginning of the game. While the lack of ‘undo’ suits horror, in my case it made playing the game feel extra unrewarding since I also encountered those major bugs that forced me to restart several times.
The writing style is simplistic but functional, with short paragraphs and terse descriptions of what’s going on. The brevity keeps the story moving along at a respectable pace while helping to create a somewhat tense, mysterious atmosphere.
The game uses background music. The music track itself is a pleasant if melancholy symphonic piece. It sounds very midi, but it brings to mind a wintry scenery and old video games, so it works quite well for its purpose. The dark presentation and the music together create a strangely cozy atmosphere that makes me like this game more than I probably should.
While flawed, The Shadow in the Snow could still be worth a try for some players. It should only take around 15 - 30 minutes to finish, so feel free to give it a try if you dare.
I Hunger is a choice-based horror game by David Yates, published in 2015. You play as a mysterious God-like being who observes humans from inside a volcano and regularly demands sacrifices... or else!
The gameplay consists of making a choice of what sacrifice you desire each cycle. There are four different types of sacrifices, and your choice (Spoiler - click to show)impacts how the nearby human society will develop. Your role is a bit like natural selection; the humans will adapt in response to your cruel demands. There are also multiple endings, and the way you reach them makes sense in the context of the gameplay. If you (Spoiler - click to show)only demand one single thing over and over again, it usually results in a bad ending. For instance, demanding gold over and over again causes resources to deplete and the remaining humans will simply choose to escape your wrath. Playing smart on the other hand allows humanity to prosper, which lets you prolong the cycle of sacrifices indefinitely.
The writing is in first-person and it has a detached and grandiose style, as you would expect from some ageless being that expects worship. The tone of the game is not scary, per se, but it is fairly dark. The main character is an amoral glutton without real redeeming qualities, but the humans at his whim are also cast in a somewhat bad light as they (Spoiler - click to show)will rob and enslave people from nearby regions to placate your needs without having to sacrifice their own kin. However, it's also true that moderate expansionism can lead to one of the happier ending paths with humanity flourishing in long term. It seems that regular moral judgments become harder when you're dealing with a massive time scale, like in this story.
The level of polish is generally good, but I did notice one typo and one missing message: (Spoiler - click to show)you get a blank screen after you observe humans if demanding knowledge is your first sacrifice.
I Hunger features a thought-provoking concept and a compact, mostly functional execution. It's a very short game, but the multiple endings add a bit of replay value to it. It could be worth spending some 15 minutes with if you wish to step into the shoes of a mildly genocidal God.
Blind Date from Hell is a choice-based horror game by rook, published in 2017. The first part of the game is about going on a blind date, the second is about (Spoiler - click to show)getting violently murdered and/or raped in somewhat unlikely fantasy circumstances; the scenarios involve, among other things, black magic, shapeshifting and tentacles.
The game is conceptually pretty one-note. But... should I really be surprised? The game does market itself as an adult IF; even the introduction says it's for "getting-off purposes".
For what it's worth, the writing is proficient and descriptive. The game manages to create a contrast between the romantic start and the later half where the "from Hell" part of the title comes into play. There is also a fairly wide variety of grotesque or sadistic situations you can end up in. Considering all this, I believe Blind Date from Hell is a success in its own terms, at least.
As a casual horror fan possessing a particularly morbid curiosity, I can appreciate the game for its sheer shock value. But shock value alone doesn't necessarily get you very far. It's the same deal as with many extreme metal bands that believe that 230 bpm speed and harrowing screaming is a meaningful end in itself. Even if well-executed, it's mostly a cheap thrill if there's nothing beyond it.
And I may have missed the point already by starting to criticize the depth of an adult IF.
Anyway, if your interest was piqued by anything I wrote above, you already know whether you should try out Blind Date from Hell. It's simply a... very specialized affair...
Symetry is a short parser-based horror game by Ryan Stevens, or Rybread, published in 1997. It's about a posh aristocrat who has an encounter with a haunted mirror.
With a small game world and a completely linear story, the gameplay basically boils down to figuring out the next command that lets you progress; sometimes it's easy, sometimes hard. The design is usually not very intuitive; for instance, the first item you find is a letter opener, but you don't even use it to open the envelope that you are carrying. The worst part is (Spoiler - click to show)the finale where plot-critical clothing - a night gown - appears on your character out of nowhere in the middle of a frantic timed section. I don't think this section is impossible to figure out without a walkthrough, but it's still quite nonsensical and unfair to the player.
The writing style is both pretentiously ornate and riddled with typos, like a bad imitation of classic gothic horror. The poor writing and the pompous yet crude tone almost makes Symetry seem like some sort of a parody game. Who knows, maybe it is? But to the game's credit, some of the imagery is otherworldly enough that it does have a somewhat memorable or unnerving effect.
The game has some bugs too. On my first playthrough I somehow managed to turn off the lamp so that I ended up in complete darkness with nothing happening afterwards, although I no longer remember what command created this result.
The game comes with a walkthrough as well as some other "bonuses" which seem fairly random.
With a better implementation and writing Symetry could have been a decent horror title. But, as it stands, it's closer to a clunky curiosity. It could still offer some fun for 15 minutes if you're willing to accept a few design shortcomings and other peculiarities.
The Old Church is a fairly short parser-based game by Eva Vikstrom, published in 2004. I gave it a try because I wanted to try out some obscure horror-themed adventure, and so far the game had no ratings on IFDB.
The main character is a tourist visiting an unspecified European church from 13th century. After some exploration it turns out that the church is haunted, although strangely no one seems to mind.
The setting is one of the best things about The Old Church. The layout and description of the church makes it seem like a fairly believable location; sadly the game world suffers from a lack of implementation. There isn't much to interact with, which hampers the exploration part of the game.
The writing is clear but stilted, with a few typos and wrong word choices. The overall tone of the game is not scary at all - it almost feels like an educational piece with all its low-key explanations of how various rooms of a church work as you move around the place. Any remaining tension is finally deflated when you discover that (Spoiler - click to show)the "villain" of the game is essentially a non-malevolent church mouse.
It's fairly easy to navigate in the game world since the exits are listed whenever you need them. However, in other respects the game isn't always user friendly. The conversation system is implemented rather spottily, making it hard to know at times if not being able to talk to a character about some topic is because they have nothing to say about it or if your command was wrong. The worst example is how (Spoiler - click to show)in one part of the game you have to talk about "Axel Gyllenpil" to progress. The game only accepts the full name, giving default error responses for both "Axel" or "Gyllenpil". Fortunately the game comes with a walkthrough for cases like this, but still... And regarding the ending, (Spoiler - click to show)according to the walkthrough there are two endings, and I imagine the alternative ending has something to do with cheese and the church mouse, but I couldn't find the correct command to do anything with the cheese.
The overall design is linear and somewhat contrived. The player has the option to explore the area freely, but the events that progress the story can only happen in a certain order. So in practice, you need to wander around aimlessly until you hit the first few story beats by accident. The most egregious part is (Spoiler - click to show)the sword magically appearing in the crypt only after learning about it, and the cheese conveniently falling out of your lunch box right after you pick up the sword.
One last unpleasantness with The Old Church are some sound effects which hit suddenly and loud when examining certain things around the game world. Yes, this game has jump scares, although I'm not sure if they were even intended to be jump scares or just normal sound effects for the purposes of immersion. In any case, I recommend lowering the volume before you start.
The Old Church is one of the first games made by the author, and unfortunately it shows. It's not always smooth to play and the payoff isn't always there, but you could give it a try if you're hankering for something very obscure and only very mildly terrifying.
Ecdysis is a parser-based Lovecraftian horror game by Peter Nepstad, published in 2007. You're a man who wakes up at night to a pounding headache and weird visions. You get up and eat some pain medication, descend down the steps, feel strangely sweaty... and from there things only get more and more strange.
The game is very short - under 10 minutes long - so there isn't much else that can be said about it without spoilers. But in general, I think that the writing is descriptive and memorable, and the game definitely has a certain "shock" factor to it that makes it worth trying despite its brevity.
While the game world is rather linear and small, the implementation can get bizarrely detailed at times. The author gave the main character individual body parts like hands, feet, head, eyes and yes, even sweat, that have their own descriptions (Spoiler - click to show)that change as the adventure progresses because of... you know. There are also some non-standard verbs like "think" and an optional side quest where you put a blanket on one of the children. So, if you're the sort of player who likes searching for secrets and details in the game world, Ecdysis has some interesting things to find.
It should be noted that the game has a lot of glitches too, although to be fair, they don't hinder a regular playthrough at all. I guess you could think of them as just another "bonus feature" for the observant player. For instance, (Spoiler - click to show)you can make your own body parts fall off using the buggy "cover" verb. Try the command "cover me with eyes", for instance. A glitch like this suits the body horror aesthetic of the game surprisingly well, though.
Ecdysis is short and sweet. Well, maybe it's more sour and horrific than sweet, and its short length keeps it from being absolutely essential playing in my opinion, but it's an interesting title to try out if you have a bit of time and like parser-based horror.
Afflicted is a parser-based horror game by Doug Egan, published in 2008. You're a health inspector who is supposed to inspect an extraordinarily seedy bar called Nikolai's Bar and Grill. The core gameplay involves moving around the bar and gathering information by examining things and talking to people; there's some light puzzle solving to do as well.
You have a notebook that you can use to mark down any health code violations you find. Using it acts as the game's score system too: every infraction you list makes Nikolai's Bar and Grill lose points. A big part of the game's charm lies in simply finding as many infractions as you can while reading colorful descriptions about the Bar's filthiness and seeing the score sink deep, deep into the negative.
The game is pretty easy on the player. While there are some actions that lead to untimely game overs, it's easy to deduce from context when doing something is a bad idea. The game doesn't lock the player out of success either; like the IFDB-page of the game says, it's always possible to reach *an* ending.
The writing is generally good. There is dark comedy in how over-the-top it can get, not to mention some of the multiple endings are also quite humorous in tone.
Sadly, Afflicted could have used some more polish. One example of this is the slightly inconsistently handled player scope. To simulate outdoor areas and windows, the game often adds things into player scope that are not in the same room as the player. This can be mildly confusing, and in one case it directly makes a puzzle harder to figure out: (Spoiler - click to show)at the start of the game "x window" gives you the message for the Bar's front window no matter your location. This is bad because there are three different windows in the area and you have to "knock" on a specific one to progress in the game but the buggy examination message makes it seem like there is only one window.
Another example of slightly lacking mechanics is the (Spoiler - click to show)anti-climactic end game. The villains aren't programmed to do anything very threatening - they just hang around waiting for you to solve some more puzzles.
Besides that, some descriptions lack a punctuation, examining the mirror gives a slightly buggy message, some objects in the game world partially share a name which leads to constant disambiguation questions... Small rough spots like this can be slightly immersion breaking.
Still, Afflicted is a decently fun way to spend one or two hours. The game is not too difficult to complete, especially since it offers an internal hint system for any subjectively tricky moments. It has personality and some gruesome imagery, so you'll probably like it if you're a fan of parser-based horror.
The Coffin Maker is a short choice-based game by A.M. LeBlanc. You can get through it in less than 5 minutes, but it has multiple endings for some replayability.
As you start playing The Coffin Maker, it quickly becomes apparent that not everything is right in the world. Mysterious illnesses seem to plague people and you... are the coffin maker. *title drop*
The core gameplay loop is simple. A few different local people come to you for a coffin, but you only have a limited amount to give. Your choice as to what type of a coffin you want to give (or none at all) plays a major role in regards to what happens afterwards.
The writing is cryptic and terse. It evokes gloomy pictures but doesn't say many things straight. Most facts about the seemingly apocalyptic setting are left ambiguous on purpose, and it doesn't help that (Spoiler - click to show)common terms like "winter" and "coffin" seem to have a vastly different meaning in this grim fantasy world than they do in real world. But the ambiguity gives the game a sense of mystery as well.
The only error I noticed in the game was that (Spoiler - click to show)if you don't give the mayor a coffin, a sentence says "Your workshop is permanently." I presume it was meant to say "permanently closed"?
While short and light, The Coffin Maker has the potential to engross and provoke thought. Personally, I like its dark and mysterious tone. I don't regret trying it out.