
"Anyone there ?" is a first-person horror game. You are investigating a school where a Creature has been released. Scan the clues and find out his identity before he finds you.
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Languages: English
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I really wanted to give this game a good review, however I am afraid i will have to give this one thumbs down for the following reasons. The Bad - There is no check points or saves in this games, if you die you have to start from the beginning. - The Objective is simple which, you just have find the clues, which is fine, however the map is HUGE and you have to find 20 of them! and they are easily missed. Again, you can walk around for 1 hour looking for these clues, then if you die you have to start over, and the clues are in random places every time you restart the game. - The map of the school is very big and confusing, there is no indication of where you are and it doesnt help that all areas are very similar. Yes you have a little compass that tells you which direction you are looking but it is not very useful. - switching items from spray to ipad is annoying, would be better with a proper inventory or hotkeys for them. The Good - Music and sound effects of the creature are pretty cool - I liked the creature design - Descent graphics - Good atmosphere, really makes you feel there is something after you. Recommendations - Game drags too long, and map is way too big also very confusing, some kind of indication where you are on the map would make it so much better to navigate around the school. - Make clues easier to find, easily missed which can make you spend a lot of time walking all over the entire map again to find that 1 or 2 clues you have missed, or introduce some kind of mechanic where it would highlight on the map where the clue would be. - Please, some kind of save or checkpoint system. I enjoyed the game at the beginning but as soon as i found out you die and have to start over it put me off straight away, i gave up trying to finish the game as i had 3 clues left to find, I walked around for about 1hr and 30mins and not find the clues, the creature then got me eventually and i had to start over. I am still curious to see the end of the game and what the next stage is after you find the clues, however the way it is designed currently, it just makes you not want to try again if you get caught. I hope you find my feedback useful.
quando baixei, achei que ia ser uma bomba terrível, mas é genuinamente divertidinho depois que você entende o esquema do jogo. infelizmente, não existe uma investigação real no jogo, você é obrigado a pegar todas as evidências pra deduzir qual é o aluno e nao precisa genuinamente pensar. seria interessante uma mecanica onde você realmente tem que analisar as dicas e deduzir por si próprio qual é o aluno.
ниче не понял
Anyone There? has some redeeming qualities, but its too big for its own good. The atmosphere is nice, I liked the monster and the clicking sound it makes when its close like a Predator. You come equipped with a tablet that allows for scanning clues, which are class schedules and all this doodoo school comes with. It acts like a notebook, and can also access the map. The whole map is displayed in red, and its quite expansive, even randomizing on each run. Once you found all clues in an area it will be displayed as white, which makes it easier to keep track of everything. Even with this, the map is simply too large, I noticed whenever you enter a room the creature respawns somewhere close by, if you are seen you can hide in lockers, and you can even do that in plain sight, it simply leaves. "Hmm, must have been the wind, the creature thought." The game would benefit from the map size being halved, and with the AI smarter and free roaming, instead of teleporting, this way everything would feel more natural. Sometimes less is more. I lean more toward not recommending it, but I didnt encounter any bugs or performance issues, so that saved its skin. Thank you Darkest Room, for providing me with a copy, much appreciated! [b] Horror/Surrealist centered Curator: [url=store.steampowered.com/curator/43071910/] KuriKuration[/url] [/b]
Hell Yeah! This game is great at getting ur adrenaline going! Try getting it at 100% without getting caught by this Demon!! i loved it!
玩法很有意思通过平板扫描获得线索,但是内容少全程就是找线索也没有补充游戏剧情的文案整个过程比较的淡。中评
气氛挺不错的 缺点是我看不懂。。。。。有没有中文或者教程?
Déçus pour un jeu qui coûte 4€ et qui peut être finis en moins de 10 min, en plus que j'ai vaincu le monstre en prenant un livre au pif, en espérant qu'il recevra des mise à jour plus intéressantes. De plus l'impossibilité de modifier les touches car de base c'est en ZQSD m’ennuie beaucoup, il en va de même pour l'options vidéo. En ce qui concerne le scanner et le but du jeu je n'ai pas vraiment compris, on scanne des choses comme les élèves qui sont présents dans l'école et j'avais scanner une horloge. Si c'était de trouver qui est devenue le monstre alors c'est mal amener
Anyone There?, developed and published by Darkest Room, is a minimalist psychological horror experience that prioritizes atmosphere and unease over traditional gameplay systems. It places players in a confined, dimly lit environment with little context and asks them to piece together what is happening through exploration and observation. Rather than relying on overt threats or constant scares, it builds tension slowly, using silence, subtle environmental changes, and a persistent sense of isolation to create its impact. The game begins with a deliberately disorienting setup, offering minimal explanation and encouraging players to explore at their own pace. Progression is tied to interacting with objects, uncovering small narrative clues, and solving light environmental puzzles. These interactions are simple and intuitive, ensuring that nothing distracts from the core experience. The pacing is slow and deliberate, giving players time to absorb their surroundings and notice details that might otherwise be overlooked. This approach reinforces the feeling of uncertainty, as every small discovery adds to the overall sense of unease without providing immediate clarity. What defines the experience is its reliance on psychological tension. Instead of presenting direct danger, the game suggests it through atmosphere. Changes in lighting, faint sounds, and subtle shifts in the environment create a constant feeling that something is not quite right. Much of the fear comes from anticipation—what might happen rather than what actually does. This restrained design allows the player’s imagination to fill in the gaps, making the experience more personal and, at times, more unsettling than more explicit forms of horror. Mechanically, the game remains intentionally simple. Movement and interaction are straightforward, and puzzles are designed to be accessible rather than challenging. This simplicity keeps the focus on exploration and narrative, but it also means that the gameplay does not evolve significantly over time. Once players become familiar with the basic interactions, the experience becomes more about observation and interpretation than active problem-solving. For some, this enhances immersion; for others, it may feel lacking in depth. Visually, Anyone There? adopts a sparse and subdued aesthetic that complements its tone. Environments are minimal, with an emphasis on shadows and lighting rather than detailed textures. This design choice helps direct attention and creates a sense of emptiness that reinforces the game’s themes of isolation. Small visual changes—such as an object being slightly out of place—carry more weight in this setting, making the environment feel subtly dynamic despite its simplicity. Sound design plays a crucial role in maintaining tension. Ambient noises, distant echoes, and sudden audio cues are used sparingly but effectively, ensuring that each sound feels significant. The absence of a constant musical score allows silence to become part of the experience, heightening the impact of even minor auditory changes. This careful use of sound helps sustain the atmosphere, making the game feel more immersive despite its limited scope. The game’s brevity is both a strength and a limitation. It can be completed in a relatively short time, making it a focused and contained experience that does not overstay its welcome. However, this also means that there is little replay value once the narrative has been uncovered. The story itself is presented in fragments, leaving room for interpretation, but this ambiguity may not satisfy players who prefer clearer conclusions or more detailed world-building. Ultimately, Anyone There? succeeds as a concise and atmospheric horror experience that demonstrates the effectiveness of restraint. It uses minimal mechanics and presentation to create a sense of tension that relies on mood rather than spectacle. While its simplicity and short length may limit its broader appeal, it offers a memorable experience for players who appreciate subtle, psychological horror. It is less about action or challenge and more about immersion and interpretation, delivering a quiet but lingering sense of unease. Rating: 6/10
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