Did one last year over on twitter which I basically reposted all of over here, now time to start a new one. This time I'll rehost each successive post.
As I always tend to note: I'm a completionist, I tend to want to 100% every game I play. When I add to this chain, I'll mention whether the game is finished (seen credits, beaten final boss, whatever constitutes a normal playthrough), or completed (100% of achievements or similar goals).
(I intentionally avoided the more official steam page title, CW in the game itself for imagery of hanging and gore)
A nice little one-dev horror game. 100%'d it in a single sitting, and really have no major complaints. The rotoscoped looks for the cutscenes were a nice touch, along with the changing color palettes to indicate tone and danger. My only minor complaint would be the gameplay functionality (the single ghost that can chase you and hurt you) is really undercooked, and the single location is overly large to facilitate the chasing/hiding, which isn't really well communicated. Honestly if you cut the chase-ghost out entirely, and reduced the size of the house, it would have been just as good of a game if shorter.
Its weird to play two point and click adventure/horror-ish games back to back, both being meh but on different sides of the 'meh' scale. While I can recommend people try out Salazar House, The Corruption Within left me super meh to the point of 'well, I'm glad it was easy to complete at least'.
Its an old-school first person adventure game, click on things, have an inventory, talk to people. It feels vaguely Macventure ish, but its severely undercooked. While you do have an inventory, a lot of items are auto-used, and the few item puzzles are super minimal and poorly communicated. A lot of the game you will spend going back and forth, talking to people, clicking on things, until an event triggers that lets you do the thing you knew you could do anyway. Even if you see a thing, figure out the puzzle to get to it, you can't -do- it until you are at a specific point in the story.
At some point, I was just clicking through the dialogue rapidly, because I had stopped caring about the story itself, and there were so many 'I can do this here, but not yet' points that I just looked at a step-by-step guide because the gameplay had gotten frustrating.
