...but don't play this one.
Hallow Eve aspires to be a campy 80's slasher romp, but falls apart on weak technicals and poor design.
Problems include: finicky verbs ("saw [object]" doesn't work while you're holding the saw but "cut [object] with saw" does); sit-and-wait plot trigger; an area you're cautioned you could get lost in and have no reason to explore, but which contains a critical item you'll discover you need while on the opposite side of the map, although there's still no reason to think the boring maze-area might have such a thing; occasional plot-on-rails despite superior alternatives (someone's dying right now but you have to walk someone else to her car); poorly responsive NPCs; and the game's entirely unplayable without the walkthrough.
It's the author's first work, and considering that, it's far more substantial as a game than many learning pieces. I was torn between leaving 1 star out of 5, which seems harsh and discouraging, and 2, which seems slightly generous.
There's a good lesson here about seeking feedback early in the development process while puzzles and plot are still being sketched out in even the briefest of design and puzzle documents. Also a great opportunity to check out the IF Theory Reader (edited by Kevin Jackson-Mead and J. Robinson Wheeler), and Jimmy Maher's Let's Tell a Story Together (A History of Interactive Fiction).
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