

The story here is much more coherent than most of the games in the wordplay series, and it's nice having concrete goals and an honestly cool backstory.


The map is small, basically a cross shape, with a central area and a room in each of the 4 cardinal directions. You play as someone summoned to aid some ancient beings in a great battle. It has less of the glitter of the other games, but has some nice coherence. This is the the first Petite Mort game I've played this year (games writtern in 4 hours or less) and the fifth entry in Schultz's series of rhyming pair games.

But this game has it's own character and style and is, I think, worth playing, especially using the source code, which accompanies it and which is organized very neatly. It had a similar feel to Winchester's Nightmare, which is also a giant hellscape city with sparse rooms. This game is much more generous than that, but still it was hard to find the needles in the haystack. I've found in the past that it's generally pretty frustrating for players to have a large group of similar rooms and hiding important objects in a small number of them with no special indications the worst case of this I've seen is the Horror of Rylvania, where there are baseboards in every room and in exactly one room you have to exam them to find a mousehole. I ran into some difficulty because I didn't realize that some of the random scenery in each room was useful. You can progress pretty far by grabbing everything and combining them. There is a vague air of menace, with hints of a threatening Candy Man and a creepy emptiness around and uncanny valley of NPC interaction. Wandering around, your goal is to leave the city. This is an interesting game there is a large city that is literally part of hell, with tons of streets and cross streets.Įach area either just connects to others or has 2 buildings in it, with each building usually having a single person in it and a sparse description.
