Mystery House Possessed

by Emily Short profile

Part of Mystery House Taken Over
Mystery
2005

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Number of Ratings: 11
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1-11 of 11


- gattociao, August 16, 2023

- AKheon (Finland), October 30, 2018

- C. W. Gray , April 17, 2018

- hoopla, February 5, 2016

2 of 2 people found the following review helpful:
An almost Rogue-like murder mystery with magic and randomization, February 4, 2016

I've played through this game around a dozen without beating it, but it's just a lot fun. Once you've played through once, you can play through it super fast.

You are in a house with about six other people, all of whom have been invited to search for some lost treasure. Murders start happening, and you have to find the treasure and the killer.

The house has a ton of hiding places, with randomized stuff inside; there are around 4 different kinds of tools that you can use to open special hiding locations. At first, I kept restarting to get these tools, until I realized that you don't need to restart to get one of each tool.

There's a surprising backstory going on involving magic in the background. As usual for Emily Short, the story is intriguing, and involves a unique sort of magic.

It has overall a rogue-like feel. Good for fans of mystery or Rogue-likes.

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- Sobol (Russia), May 5, 2015

- kala (Finland), April 23, 2015

2 of 2 people found the following review helpful:
Interesting experiment, December 3, 2013
by streever (America)

This is an interesting take on mystery games and NPC interaction.

The randomization makes for occasionally frustrating playthroughs, but creates an interesting experience when it works. Having played it many times, though, I'm not quite sure what my real objective is, and I'm not sure if I'll figure it out without a eureka moment.

It leaves the impression of a rogue-like game, where player knowledge of game elements is important and useful, even though the game is completely randomized on each play-through.

I think the game could use some exposition as to the players purpose. I'm just not sure that it is possible to really explore and come to understand the game without some added continuity--while there are some small puzzles to solve, I'm not sure that they bring me any closer to a less violent solution, and I have a hard time ascertaining what would be an "ideal" solution. That sense of frustration is part of the randomization mechanic, so I'm not sure if it could be removed without removing part of the charm and fun of the game.

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- Sam Kabo Ashwell (Seattle), April 17, 2012

- MKrone (Harsleben), April 26, 2011

- BladeL, October 7, 2009


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