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Exploration/logic puzzle game where exorcist casts out 24 movie ghosts, November 15, 2025
Related reviews: 2-10 hours

I’m pretty disappointed in myself; I played this game for 3 days and 5-6 hours trying to beat it without hints and only got 18 out of 24 before beginning to look things up.

This is a parser game with a moderate-sized map filled with information. You play as an exorcist visiting an abandoned film studio, set on exorcising 24 ghosts that all died in different years. To do so, you must know their name, the year they died, and how they died.

Thus, you embark on your quest to gather up as many pieces of paper as you can find (and you can find a lot) and occasionally using your psychic abilities to examine objects’ pasts.

I generally try in my reviews to be encouraging to newer authors or people who seem like they could use encouragement, but to be more frank and open with people who are well-established. So I’d like to say that I am giving this game 5 stars and think it is great, and I’d like to spend the rest of this review analyzing the game’s design and play style without focusing on building it up with praise.

This game was directly influenced by numerous games I’ve never played, included Obra Dinn and Her Story. When I played it, I was strongly reminded of several other IF games, perhaps inspired by those same sources.

Superficially, I was reminded of Dr Horror’s House of Terror, a parser game that took 2nd place in 2021. It also featured a haunted film studio split into 5 buildings, each of which had its own cast of monsters and puzzles to be solved. I soon found that while the setting was similar, the gameplay was almost a polar opposite.

I next was reminded of Excalibur, a fantastic game from the same year (2021) that takes the form of a fake wiki database about a non-existent TV series. It’s self-aware, and even in-game it’s possible the series never existed and the whole wiki is a concoction of a fan. Similarly to Kinophobia, gameplay revolves around looking up cast members with connections to the occult.

The third is Type Help, a game released this year outside of competitions that then skyrocketed to 5th place of all time on IFDB. Like Kinophobia, it has a linear sequence of murders where the names and deaths of the victims must be pieced together, first by finding easily accessible info, then slowly learning the system and finding patterns.

The implementation in this game is paradoxically smooth. Most scenery mentioned in scenery descriptions is not implemented at all, usually a sign of a terrible parser game. Here, it’s just a sign to ignore it. The focus is entirely on the documents.

Similarly, some reasonable synonyms don’t work. “Q Landlord” doesn’t work. “Q The Landlord” does. But again, this isn’t a flaw; the game is about being as exact and specific as possible. You may think you have the exact right name, and a person with that name might exist, but it might not be the right person.

Unlike Dr Horror’s House of Terrors, which took a wry attitude, this game is generally sincere somber. This breaks down under the weight of the 24 suspects. Without hints, I re-read every document over 10 times, searched and researched names (curse you Annie Serpico) until the ambient messages became entirely pedestrian. “Oh? Light is reflected off an iris before me? How droll”. Combing the rooms became a tedious chore (I recommend using SCORE, as it tells you when you’re done exploring). Yet despite this, I put more hours into the game than I have into any other parser game this year (except for the French magnum opus (Le comte et la communiste). I simply enjoyed it, and I don’t think fixing its perceived flaws would ‘fix’ it; a lot of times the best experiences are the best precisely because of flaws that contrast with the rest of the game, and removing those flaws can result in anodyne experiences (I experienced that with Kingdom Hearts 3, which smoothed out the combat system so much that much of its combat feels like ‘press O to watch movie’).

Overall, this is an oddball game with a strong commitment to worldbuilding and nice (which I mean literally, not sarcastically) translation of video game mechanics into parser. I think most people will find something to like here.

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