Red Door Yellow Door

by Charm Cochran profile

Horror
2023

Web Site

Return to the game's main page

Reviews and Ratings

5 star:
(0)
4 star:
(6)
3 star:
(6)
2 star:
(0)
1 star:
(0)
Average Rating:
Number of Ratings: 12
Write a review


1-12 of 12


- Max Fog, April 1, 2024

3 of 3 people found the following review helpful:
Like a David Lynch film in its most unsettling moments, September 3, 2023
by Jim Nelson (San Francisco)

Looking over my review of the last Charm Cochran game I played, You May Not Escape!, I now think I may have lowballed it: While I maintain that the maze navigation was a bit of a slog, as the months have passed I’ve found myself thinking back on the striking imagery found in the labyrinth. There’s the patronizing LED signs, for example, and the grim gravesite markers, not to mention the “off” dialogue between the player and the maze-keeper at the start.

So, I’m not surprised to have experienced a similar set of odd resonances and striking imagery in Red Door Yellow Door.

The game launches into the thick of things. You are teenager Emily, older sister to Claire, and joined on the living room floor with friends Jen and Tiffany. The sleepover centers on a game, something like Ouija but more invasive. After you’ve explained the “rules” to Claire, you rub her temples and send her into a lucid dream state. From there, the game places you in a liminal space between the reality of the suburban living room and the netherworld Claire explores at your behest.

From a narratological perspective, RDYD operates much like the superb Closure. In that game, the command parser acts as text messages between you and your friend. In RDYD, you are feeding instructions to sister Claire, who reports her dreamworld to you while bored Jen and Tiff look on and check their phones.

RDYD operates on a more symbolic and psychological level, though, approaching something like a David Lynch film in its most unsettling moments. Much like science fiction’s acts of defamiliarization, Lynch’s horrors often work by his characters mildly accepting something utterly unsettling to the viewer—or, his characters being devastated by an image otherwise plain and unremarkable to us.

RDYD has a number of these moments, including a character speaking in voices, moments of calm suddenly turning to terror, and—weirdest of all—activating a device in the dream world causing one of the real-world teenage onlookers to speak gibberish. The rules offered at the start are equally strange and Lynchian (“Avoid any room with clocks, because they can trap you”). And, of course, there’s the power dynamics of an older sister guiding her younger sibling down this rabbit hole. (There are moments when the other girls urge you to end the session. It was unsettling as I talked them out of it so I could keep playing.)

Part of me wishes the dreamworld was described in a voice more unique to Claire, but I admit, the matter-of-fact tone IF is so famous for (“A sturdy door is to the north, while the kitchen is to the east”) plays well against the heightened sense of terror that pops up at you. The hoary problem of dark rooms requiring a light source is here, but unlike Zork et al., bringing a light into those spaces is used to devastating effect.

I had to stick with this one; there were long stretches of exploration where I felt untethered from any sense of forward motion or purpose. I played through to two endings, one horrible (and a little sudden—I’m still unsure what happened), one mundane and happy, if unsatisfying. I’m certain there’s at least one more ending, but I ran out of time and need to move back to the Spring Thing list. Perhaps I’ll get back to finding that third path.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- Theta Sigma, August 16, 2023

... Dead Door, ah, Jello Door?, July 12, 2023

by JJ McC
Related reviews: Spring Thing 2023

Adapted from a SpringThing23 Review

Played: 4/15/23
Playtime: 1.25hr, bad ending

RDYD has a really nifty setup - school age girls playing what seems to be a party-hypnotism game. The writing is just perfectly on point. There is significant risk of potential confusion between competing reality layers (one mostly dialogue, another mixing dialogue and surreal scenery). But between font cues, authorial voice and crisp writing it is all conveyed seamlessly and compellingly. It was understated in the best way, accomplishing a lot with minimal verbosity, just precise and pitch perfect tone.

The surreal mindscape you navigate is pretty bare, deliberately so, but punctuated with one-off colorful details that reinforce the unreality of it all. At one point the game uses the word “uncanny” and I’m like, “Well yeah, that really sums it up, doesn’t it?”

I think what really won me over though was the upper layer dialogue between the un-hypnotised girls. You have a lot of interesting dialogue choices and all of them are crisply rendered with the character of the speaker. Really well executed, natural dialogue set the perfect backdrop to this tale, and really sold the plot when things got weird.

It’s a parser game, and the bareness of its environs nicely contain the description space to minimize the noun/verb implementation gaps. Even so, weirdly, the longer I played, the more I seemed to trip over stuff. Maybe its not so weird. Exploring/looking/collecting is more straight forward than anticipating every crazy player object manipulation, and the former dominates early game play.

An hour in, I felt like I had exhausted the map. Thanks to some clues, I had a pretty clear idea what I wanted to do, and what I DIDN’T want to do. Suddenly, the game got combative with me. I could not figure out how to do what seemed easy enough: (Spoiler - click to show)pick up some rotten meat with a plastic bag. I spent a crapton of time trying and getting nothing but “nope,” and not even gently steering or cajoling “nope” just cold, stock “nope.” It felt like a noticeable departure to what had until this point been a pretty convivial, immersive conversation between me and the game. That’s where I went looking for HINTS to help me.

Yeah, there’s no HINTS. Or walkthrough. I wasn’t prepared for how much it vexed me, and I think I know why. I think of HINTS as weakness. Sometimes, on the part of the game where puzzles are unfair or inadequately clued. Sometimes my own because missing the obvious is my brand. HINTS are usually how I tell the difference. “Well, this is on you game, you expected me to guess MASTICATE when you didn’t even implement CHEW.” “Ooh, yeah that’s a clever puzzle. If I’d just remembered the speed limit sign and turned both dials to 5…” Due to reasons maybe only a therapist could explain, the NOT knowing is the worst. “Whaddya mean it could have been my fault BUT I’LL NEVER KNOW FOR SURE??” It was made worse, I think, because the tone of the thing, and the smooth progress I had to this point had kind of convinced me the game and I were on the same frequency. Like a skeevy parasocial relationship, I presumed the game thought more of me than it did. It stung a little!

So that whole spiral put me on tilt. What I SHOULD have done is internalized “ok, clearly this is not the path I thought it was, what am I missing or how do I approach this differently?” Where instead, I went with “WHY CAN’T I DO THIS?? FINE, I’M JUST GONNA DO THE THING I DON’T WANT TO DO INSTEAD.”

So I did it, and it was bad. Outcome wise I mean. Narratively, I was still in capable hands despite the maybe under-justified leap the plot took.

I can already feel the wheels turning in my psyche though. Like the memories of an immature first infatuation, I am losing the crappy way I ended it and dwelling instead on the early attraction and heady honeymoon period. Not sure how long it will take, but will undoubtedly take another run at this, when I’m mature enough to handle it. What? That day could come.

Spice Girl: Scary Spice
Vibe: Psychological Horror
Polish: Textured
Is this TADS? No.
Gimme the Wheel! If it were my project, I would let the reviewer know it wasn’t him at all, it was me. And as a peace offering to show what we have is REAL, I’d implement a hint system so robust, he’d come running back and we’d have a glorious future together of running hand in hand across sunny fields, feeding each other expensive food at sunset and relaxing in inexplicably matching outdoor bathtubs. Yup, that’s what I’d do.

If it were my project.

Spice Girl Ratings: Scary(Horror), Sporty (Gamey), Baby (Light-Hearted), Ginger (non-CWM/political), Posh (Meaningful)
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

3 of 3 people found the following review helpful:
Eerie dream exploration, July 2, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)

I'm a bit biased in my rating here, since this game is based on one of the prompts I submitted to Seedcomp. More specifically, a list of my own dreams. There are few things cooler and trippier than playing through a game featuring your own dreams, where you get to travel through expanded versions of your own dreamworlds that have been incorporated into a larger story (and a delightfully creepy one to boot). There were so many moments where I said to myself "Hey, I recognize this place!" or "Pairing these dreams is a great idea, they work together so well". Really fun stuff.

Gameplay's pretty typical: explore, take everything that isn't nailed down, use it to open doors and solve puzzles. The puzzles are good, making use of the environment in interesting ways. Took me about an hour and a half to get the true/bad ending, since I spent half an hour stuck not finding the gloves. Though that's probably my fault for not thinking to (Spoiler - click to show)open the kitchen cabinets. Some kind of hint that you need to do that would be nice, but maybe I'm just dumb. Besides that it was smooth sailing. Was really obvious that you needed to (Spoiler - click to show)give the meat to the fly, I just had to find the gloves, and then riding the fly up to the top of the tower is really fun. Good game.

Tiny quibbles: some of the things you can do could be better signposted—e.g. (Spoiler - click to show)entering the two cars involved in the car accident, and the schoolbus on Error Avenue—it'd help if it was made more obvious that you can go inside. Also, (Spoiler - click to show)Tiff and Jen can have the argument about whether or not to free the dad even after you've freed him. Happened for me when I freed him and then went to the living room.

I found three endings: (Spoiler - click to show)the one where you wake up before you free the dad, the one where Claire dies, and the one where you wake up after. There might be more endings, but I'm not sure how to get them. There were definitely events and things that I found and couldn't figure out how to do anything with. A list:
(Spoiler - click to show)
- The cool schoolbus mannequin sequence. Really trippy, loved that bit.
- I never figured out the point of tying things (though untying is necessary to free the dad) or crawling under things, two verbs the guide says are important.
- You can take the uncanny pillow and uncanny blanket, but I never figured out if they had a purpose, either.
- Taking photos is fun, but I'm not sure what it does? (Would be nice to have a list of all the things you photographed after ending the game, or something.)
- The entire point of the bicycle? Thought it might be needed for an escape sequence, but never ended up doing anything with it.
- Why can you pet the fly but if you try to hug it Claire tells you it's gross? This is an atrocity against flyhood, giant fly friend is cute please let the player hug it. If Claire can ride the fly to the top of the tower she should be able to hug it. Feed it treats. Give it a name. You know, Pokemon style.


But again, these are tiny quibbles. The overall experience was great, and I'd recommend this game to anyone who likes bizarre and unsettling dream adventures.

Random side note: The concept seriously reminds me of the Paths from the Pactverse setting. In short, Paths are game-like dream realms you can explore and get rewarded for upon completion, while failure leads to horrible death or worse. There's a bunch of TTRPG documents about them, including a list of canonical and fanmade Paths that's fun reading if you have some time to spare. I've always thought they were perfect game material and this game is what I've always wanted in terms of a Path-like text adventure.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- EJ, May 17, 2023

3 of 3 people found the following review helpful:
Intriguing parser game of young girls playing a "let's imagine" game, May 16, 2023
by Vivienne Dunstan (Dundee, Scotland)

This is described as a short game in the competition listings, but I’d say it’s medium length at least, and possibly longer.

It starts as a visualisation game among four young girls, where one sister guides another sister through a stream of consciousness exploration of a strange imaginary world. It turns into something much stranger and darker.

The implementation of the parser game world is light at best, a series of well spread out rooms, with scattered objects. Initially it does feel as though it’s insubstantial, a meditative experience that you could just step out of. But then things take a turn.

I think there are several endings. I got a bad one. And played through trying to get to a better one. I had a clue I think re the (Spoiler - click to show)meat and horsefly and the tower but I couldn’t find the solution to (Spoiler - click to show)picking up the meat. Even though I had a plastic bag, that I think I should have been able to use.

The game has no hints or walkthrough. This was a problem for me. I play for fun, and although there’s a marvellous old tradition of hard parser games, nowadays people tend to like to have the option of clues to fall back on if necessary. Some of us very much so. I would ask any parser game competition entrant to consider including a walkthrough at least, if not a full blown hints system. Because for me banging my head against a puzzle isn’t fun any more, even if it’s something I was willing to do in the 1980s.

However, that said, this is a highly intriguing work. I loved the commentary and chat between the girls early on. And some of the spooky stuff is so effective. Just leave some clues for players.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

2 of 2 people found the following review helpful:
Slumber party horror, May 4, 2023
by MathBrush
Related reviews: about 1 hour

I was involved a bit with the creation of this game; it's part of Seed Comp, where people put game ideas out there and others make full games of it.

So I made the seed for this game, and I'm very glad things worked out the way they did. I had heard of the Red Door, Yellow Door game online before and even jokingly tried it with my son once but he got creeped out so we stopped right away.

My issue was I didn't know what kind of surreal dream imagery to put in; that's not my forte.

So I'm glad Charm Cochran picked this up, because it ended up as exactly the kind of game I had wanted to play when I came up with the idea: disturbing, creepy, and unpredictable.

The basic idea is that you're at a slumber party and your sister is put into a trance and instructed to visualize two doors, and then you and your friends tell her what actions to take in the dream world.

You soon find parallels between the dream world and your own, but also bizarre features like giant buildings or creatures. The part with Claire's different voices I found especially thrilling.

Literally the only drawback I see is that there are a couple of things that could be polished up. Most of the game is amazingly responsive, with a lot of dumb things I thought of trying having a custom response with an in-game voice, an effect difficult to achieve. But there were a few things like uncapitalized room names or objects that were difficult to pick out from surrounding scenery (like the (Spoiler - click to show)cabinets in the kitchen). I had a smooth experience because I relied on intfiction hint threads, though.

However, those few unpolished moments actually played up the dreamlike atmosphere to me, so I'm not even certain they need to be resolved. Dreams are often like that, enchanting, full of exploration, but with frustrations and occasional non-sequiturs.

My only regret is I don't have other game ideas I could see Charm Cochran's spin on, because this was great.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

6 of 6 people found the following review helpful:
Hypnosis gone agley., May 4, 2023
by Rovarsson (Belgium)

(This review is based on the Spring Thing 2023 version.)

But… but… I only wanted to play a game. A childish little spooky sleepover game… And now… She’s just…

This game starts out innocently enough. The youngest of the girls must take a tour through her own subconscious, aided and guided by her big sister’s voice. Soon enough, things take a turn into creepy territory.

The map of this game is splendid. It enhances the hypnotised-disoriented feeling of the little sister wandering through her own dream-world by looping back on itself in unexpected passages. Some locations are obviously dream or nightmare stuff, while others seem like minimalist doubles of familiar rooms. I don’t know which is spookier…

The hypnosis-game setup invites the player to enter in a sometimes confusing web of player-PC-agent-narrator relations. The different girls’ voices add to the confusion as each responds in their own way to the traumas that gradually come forward out of the shadows of the dream-world.

There are a few gaps in the implementation, mostly a synonym unrecognised or a reasonable but unnecessary command not understood. Nothing too worrying or distracting.

Very moody, in places actively scary. There are happier endings to be found, but the one I got feels just right (in a horror-story wrong way…)

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- Jaded Pangolin, May 1, 2023

- Tabitha / alyshkalia, April 22, 2023

- Mr. Patient (Saint Paul, Minn.), April 11, 2023


1-12 of 12 | Return to game's main page