

In The Dark
Team Firestorm · 2018 · Action, Indie, Adventure
PC
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About In The Dark

You awake in a hospital, no sight, no memory, only pain fills your mind. However, the sound and smell of fire does not give you the time to contemplate the situation. Danger drives you out into the world, cold, and deadly darkness surrounding you. However, into the oblivion of your existence comes Ester. A small girl who serves as the eyes for the blind man and your connection to the world. Her words serve as your sight, painting the world into a horrific image filled with peril. Even this friendship is tenuous... distant memories haunt you. Your doomed past chases your dreams and threatens your desperate journey in search of safety and help.
This is an indie developed project using overhead sprite art. This game is over world adventure style, requiring the player to discover the world not through the character's sight, but through feeling, sound, smell, and your companion, Ester's, insight. Monsters emerge from the darkness to attack, requiring real-time combat. (Although running from all enemies you find will keep you and your companion alive).
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Because you can not depend on your sight, for all maps, you must explore a mostly black screen, slowly filling it in as you feel around.
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Eventually, you fill the map as you discover more and more.
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Using both Esters guidance, sounds, and other cues, you will navigate, while avoiding monsters and other dangers.




What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Well, what can I say? It's your typical RPG Maker trash on Steam. I don't want to spend too long on this review. There are spelling and grammatical errors aplenty. That being said, the setting -- the 1917 revolutions in Russia -- is somewhat interesting, I suppose. The blindness mechanic feels a bit gimmicky and frustrating, but at least the mechanic actually fits with the tone and theme of the game, as do most of the lonely-sounding music tracks and the desolate, snowy maps. Most RPG Maker trash can't even bother to do [i]that[/i] much. I understand the metaphor intended during the game's playthrough -- [spoiler]war is bad, and people who kill others are monsters[/spoiler] -- but the stuff that [i]literally[/i] happens during the game makes no sense, even when viewed through this metaphorical lens. Other observations: [list] [*]There are, of course, numerous bugs in the game: it's possible to get stuck if you revisit earlier areas or even bypass new areas altogether. No quality assurance was done whatsoever (as is usually the case for most games on Steam, these days, it seems). [*]One particular musical track was so annoying that I had to shut off the music volume just to get t…6 found this helpful
https://youtu.be/W9dkHtegoz8 The twist of limiting the player's viability is a strong enough hook to make it more compelling than frustrating. That single concept can be enough to pull players through the story.
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