Sometimes, although rarely, less is more. Hauntings shows that the old advertising bromide is occasionally right -- it has just enough atmosphere to be evocative, using restraint where one could easily freefall into gothic excess. Although some rooms are too minimally described, most are just right, as in the case of the Sickroom. The pacing is questionable, but not overly frustrating, and the characterization is solid, at least until the end. One of the characters (Spoiler - click to show) (Leonara) isn't given the detail she deserves, and that diminishes the game a bit.
The parser occasionally refers to an object that isn't around, and some actions are unnecessarily clumsy (Spoiler - click to show) such as giving items to your employer, but on the whole, the parser works as you expect. There is a dramatic scene late in the game where everything rests upon yes/no responses, but it doesn't feel fake in the slightest. I hesitated for moments, thinking through what would happen if I said "yes" or "no". What resulted from that scene led me to two different endings, one of which was rather by-the-numbers, but the other was emotionally resonant.
Finally, Hauntings is a fairly short game, almost creeping up into the low end of medium length. It's an enjoyable, atmospheric piece that only loses its punch at the end. Not bad for a first outing. I look forward to more of what the author has in store.
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