
A short psychological horror game about descending into a cave.
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Languages: English**languages with full audio support
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[code]Curator page here-->[url=https://store.steampowered.com/curator/37670120/] DaRevieweD #206 [/url]<-- [i]New review every Weekend[/i][/code] [h1]"OH, ICU ALRIGHT. ALL OF YOU!!"[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=2899503248 [u] Here's The Thing:[/u] You are an anonymous cave rescuer- already not a good sign I know, who gets deployed to Deep Den Cave in search of the last cave explorer who went missing. Rumor has it that perhaps they’ve gone down to the deepest part of the area; so, what else is there to do but follow after them without any additional help or proper gear~ [h1] ! DISCLAIMER ![/h1] I ALMOST secured a key from the developers, but they passed. So, while I am still very much bitter, it wasn't enough for me to "not recommend" the game out of spite. Plus, that'd be unprofessional of me~ [h1][u][+] PROS;[/u][/h1] [h1]:) A FLARE FOR SOME EXPLORING![/h1] Game is essentially your two-bit walking simulator but one in which the entirety of it takes place in the damp, squalid and claustrophobia-inducing cave systems. Y’know, similar to the ones you would stumble into in[url=https://steamcommunity.com/id/DeadeGuard98/recommended/242760/] The Forest[/url]. However, the one-step-at-a-time horror tempo is more like that of[url=https://steamcommunity.com/id/DeadeGuard98/recommended/2158240/] The Trench’s[/url] with the source of the mystery only made known towards the last few minutes! Your gear consists of gloves that don’t give you rope burn, a flashlight that comes and goes, infinite flare reserves but the catch is there’s a cooldown between uses, a working pair of eyes to watch TV, and tireless chicken legs. There honestly isn’t much to do except for pressing onward, getting lost, but there’s also a [b]P.T.-like[/b] loop element to its exploration that’s fairly and understatedly fitted in there that you can’t quite tell because of the pervasively stifling darkness… True to its store page description, the spelunking should last about twenty to thirty minutes, and speedrunning attempts take half of that! From what I know, there’s but the one inescapable and linear outcome. Same can be said for all but one of its achievements, and it really grinds my teeth. I’ve tried “no flares”, “no stopping”, and “no turning back” runs but still a mystery~ [h1]:) NOT AS ROCKY AS ITS OTHER ASPECTS~[/h1] Did my eyes play tricks on me, or did I really not see any recycled assets listed in the credits!? If that’s the case, then kudos and mazel tov for going above, below, all around and beyond! No lie, the game reigns supreme from a visual standpoint, so much so that I thought I was literally wandering inside the twisting set piece from my favorite cave horror movie [b]The Descent![/b] There’s something going for the lighting that whenever I toss a flare, I just have to pause a bit in order to admire how far it goes or where it lands. It seems like the soundtrack must have lost its bearings too, otherwise I would have heard it by now… But oh well, long drawn-out silences and perturbing echoes fill that void nicely although I can’t say I’m too happy about it, but I digress- more on that later~ [h1]:) OK, YA GOT ME; I FELL FOR IT[/h1] I dunno what to make of the story because the premise was fine if not elementary. As for what follows after it however, the how as well as the why; they leave a nasty muddy taste and more questions than you can stomach! But I understand some people like that… I would instead like to commend its horror chops, and point out that both [b]The Trench[/b] and [b]Dead Man’s Fault[/b] have more in common than I first thought. For one thing, they have ways to siren’s call unsuspecting victims and the preliminary search subjects them to beautiful sights. And another, both underwater and underground scenarios respectively come with their own additional risks the further down you travel… There’s simply no way of knowing who or what you’ll end up finding, and that’s what is most anxiety-inducing about it. The open-ended nature of the [spoiler]being[/spoiler] harkens me back to the words of Rebecca from [b]The Descent[/b] who enunciated everything that could possibly go wrong during a spelunking expedition, such as but not limited to hallucinations and hyperventilation. But was it truly the result of oxygen running out or something more nefarious~ https://steamcommunity.com/sharedfiles/filedetails/?id=2899504153 [h1][u][-] CONS;[/u][/h1] [h1]:( NOT VERY DEEP, AFTER ALL.[/h1] Super monotonous gameplay- I know it’s a short game, but that doesn’t justify why it didn’t get the most out of its miles or milked the setting for what it’s worth. You’ll spend 20 minutes either just walking (or sprinting if you know what’s good for you), rappelling down a rope, dropping down a few feet and then the last 10 minutes… wait for it, crawling! Sure, you can hurl a flare, but it never quite made up for the boring movie-like progression. And to exacerbate matters, the insides of the caverns get cut and reassembled in such a way that by the halfway point, you would have seen 95% of what it has up its sleeves just in a different spot~ [h1]:( JUST. WOULDN’T. CAVE.[/h1] I know silence is golden sometimes, but I’m sorry to say that rule only lasted for like 10 minutes before it passed peacefully. Case in point, the cave being devoid of personality and scares for the most part. The latter of which, I was surprised to learn that [b]Dead Man’s Fault[/b] was actually of the “analog horror” genre; a term which I had just learnt of today by the way, when in fact I’ve played and sat through my fair share of them without realizing it! And so, I would like to humbly teach and/or remind the developers that typically with such works- there’s a necessary, fundamental, and incremental level of disturbance. An air of unease that should in theory, emanate more and more especially as the lore and circumstances surrounding the tapes gradually get revealed… However, nothing remotely resembling that occurred and even if it did, it landed flat in its face then, as I would say that the atmosphere was rather empty and lifeless. Until about the last 2 min where it kicked things up a few notches, albeit much too late I’d say. I could think of three instances where the flare could’ve been used to drum up tension; being snuffed out, seized away or suddenly being moved. Same goes for the sounds where maybe the planks get wrecked or the a stone drops from where you had just dropped down. So, my advice for the devs would be to maybe lay off “analog horror” and consider making creature flicks instead, you already have the backdrop for it~ [h1]:( AND DEN WHAT!?[/h1] Okay, “short game” should neither be synonymous with “incomplete” nor be grounds for “compromised quality”. And yet that’s exactly what took place with the story, which was already on shaky grounds to begin with… Not only do many question marks remain by the end, the answers that it hesitantly put forth also left itself defenseless to more rebuttals. Things didn’t make any sense and had gotten so bad, to the point that I became thoroughly convinced that not even the devs themselves knew which direction it was that they wanted to go~ [h1]BUGS:[/h1] x Some floating stones and planks of wood. [h1]NITPICKS:[/h1] ~ No graphical options to tweak, that’s pc-discrimination right there! ~ Checkpoints after watching each tape. [h1]"IT WAS JUST AL-EYE-GHT"[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=2899505958 [u]Last Words?[/u] Nothing eye-catching or striking await you at the bottom, but as they say- “not the destination, but the journey” to which I agree! Shame it wasn’t longer & better planned, but people will be down~ [h1]6.5 / 10[/h1] [code]Don't forget to follow my curator [url=https://store.steampowered.com/curator/37670120/] DaRevieweD[/url] for more games!![/code]
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Hours played at review time, across 37 reviews with recorded playtime.
A decent first effort from a new dev team. I enjoyed it even though it's a bit short. You can see that these two new developers have a vision they're trying to achieve, so that alone sets them apart from the slew of cheap horror crap that pops up. I think they have good promise. Again, it's short so I think the $2 price tag is appropriate. Try it out for yourself. **Spoilers ahead I suppose.** A small bit of levity was introduced with the tapes. I liked the overall presentation, though I felt it inserted an excuse to do some derivative analog horror which I'm not sure was earned considering the game is so short and it essentially swaps between A aesthetic and B aesthetic roughly 50/50. I kind of wished that the creature would have a reason to look like that, kind of just seems a bit random in the design considering the cave. I think in future works from these two, I'd like to see everything a little more considered to serve a central theme of design. Why eyes? If the creature is eyes then what does that have to do with either the cave's mythos or the background of the character? There's a lot of potential with these two devs, I just think they need to go 100% nightmare mode into whatever they're trying to do now. There is a certain vagueness that is required for the Analog horror to work. Though I VERY much appreciated the effort and design that went into those sections, there was something lacking towards making any of the analog horror devices truly chilling. When the monster comes behind you I didn't necessarily feel the urgency that caused the player to jump. It almost seemed like the monster got in your face and then there was enough time for you to go "Nope! I'm outta here!" and then turn around and jump. If the monster got in your face then I think it would be better for you to fall backwards. Even more, I feel like I would have not wanted the monster explicitly in my face. I think it would have been better to have it concealed by dark and just reach the end of the "plank" before the character decided to turn around and jump the Dead Man's Drop. Less can be more. There were a couple missed opportunities with scares, not that they HAD to be taken advantage of, but I was surprised that the flare system wasn't abused for 1 or 2 scares. We didn't need something RIGHT UP in our face or anything, but perhaps something in the distance matches our gaze only for the flare itself to get snuffed out. One more thing with analog horror is that it works best when making the audience do half the work by implying a horrific concept or idea to what's going on but not always totally spelling it out. My criticism here would be that the concept of what the creature was or what type of situation or living hell I was in didn't really terrify. It's a bit long, but I recommend that Parker and Kenny watch the recent film Skinamarink. It's a bit long but stick with it. It's a pretty successful adaptation of the analog horror genre into an adjacent medium, in this case film. It's a good representation of where and why I think being vague works. Also features an appropriate build of tension that I wish was present in a lot of similar YouTube content. Anyway I hope y'all make more! There is definitely a lot of potential here. Lots of promise for you two.
this game made me feel like floyd collins
scary cave game!!!! i screamed and shouted as i played!! very cool and unique concept for horror game u should check it out i think
I thought this game was an amazing short story game and I loved playing it. all i have to do now is figure out how to get the last achievement (or what the achievment is)
I gotten this game from the poly game expo and it's a nice little game if you enjoy analog horrors such as local 58 and the Mandela catalogue. The games story is compelling and keeps you on-edge. Unfortunately I had issues with video playing under steams proton but I'm sure its just a proton issue in itself. other than that great job and I can't wait to see more games come out from you guys!
an easy game to get lost in
Dead Man's Fault ist ein kurzer Walking Simulator Psycho Trip. Man befindet sich in einer Höhle und läuft vorwärts und begegnet dabei immer mehr schrägen Phänomenen, die einem das Drumherum erklären. Und grundsätzlich ist das Spiel sehr solid. Es hat verschiedene, gute Ideen und gerade die TV-Sequenzen sind wirklich passend. Klar, die Grafik ist sehr trist und altbacken, aber für ein solches Projekt durchaus angemessen. Mit 20 Minuten ist das Spiel auch sehr kurzweilig und obendrein ist das Spiel kostenlos. Und ja, es ist nicht ein schlechtes Spiel. Für Fans von Psycho-Spielen mit rätselhaftem Mysteryvibe ist es sogar durchaus vielleicht einen Blick wert. Von mir persönlich gibt es allerdings keine Empfehlung. Der Hauptgrund ist für mich die fehlende Erklärung. Das Spiel reiht sich ein in die Gruppe von Spielen, die sich pseudomysteriös geben, indem sie keine klare Erklärung bieten. Aber für mich ist das eben pseudomysteriös. Ich möchte wissen, was geschehen ist und nicht mit vagen Hinweisen zurückgelassen werden. Zumal die 20 Minuten Spielzeit grösstenteils relativ öde sind. Da möchte ich am Ende mit einem interessanten Twist, einer Überraschung belohnt werden. So ist es die Zeit für mich aber einfach nicht wert. Fazit: Ein nett gemachter Psychothriller, der aber zu viele Fragen offen lässt. Für Fans des Genres vielleicht einen Blick wert, zumal kostenlos und kurz. Aber für die allermeisten sind es vergeudete 20 Minuten.
I really enjoyed my time with Dead Man's Fault! This is a PT inspired, Cave Crawling/expedition sorta game with some well made Analog Horror and some surprisingly funny voicelines! I'm absolutely terrified of the idea of being lost in a cave and going through these winding tunnels reminded me a lot of Subnautica with the limited vision and sense of dread that SOMETHING was going to get you. This was helped via the ambience and I found myself jumping when I struck a flare and shivering when I descended into the inky depths. This is well designed stuff and I really appreciate it. The last 5 minutes of this game to me, is some of the scariest sh!t I've played in a while and I LOVED it. Of course, it's not perfect. My main gripe is the price-tag. This game is about 30 minutes long, and given that length, this feels more like a demo someone might play for free, rather than a completed project priced at almost $4.00NZD. I will always mention whether or not I feel like I got my moneys worth, and here I'd have to say NO, but this doesn't mean I regret supporting Indie Devs. It's hard to make a game, and to make another, money will probably be needed. I hope your next projects, (if you decide to do any) will be equally as quality but priced a little better because it will deter people otherwise. This isn't to say I disliked this game though, this is just my main issue with it! I really enjoyed this experience, and will definitely be showing it to my indie horror fanatic friends. This game is purely horrifying, from a real world POV and a significantly more surreal POV. Despite having a wonky price, if you're willing to give it a shot, or this review peaks your interest, you'll probably like something here. Dead Man's Fault gets a solid 7.5/10
This was a really fun game with compelling horror and story.
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