
Kill monsters using your camera and solve puzzles as you try to survive Dracula himself in his castle in this retro-style survival horror game.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
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Ah, I'm always so pleased when I see a fellow italian making a good game! Now, don't get me wrong: this game is certainly not exceptional. The core gameplay is the usual stuff: explore and solve puzzles while you are being hunted by one or multiple (as in this case) enemies. BUT, this game is good for two main reasons. First, the "classic" gameplay formula works perfectly, with no hiccups. The enemies pose a real threat, the level design is well thought, and the puzzles are nice and intuitive. Overall, it is very fun to play. But what really stands out in this game are the graphics and the atmosphere. They are both so wonderfully retro, so wonderfully gritty and gloomy, so wonderfully GOTHIC! Really, playing this game was a true dive back into the PS1/PS2 transition era. While the grain and the models reminded me of the first PS2 games, the textures, and especially their warping, reminded me of the last PS1 games. And the gothic style here is in its purest form, with its dark tones and its "sharp" shapes it immediately reminded me of the indie-made PSX remake of Bloodborne. All these factors together perfectly recreated those dark fantasy vibes I grew up with back in the 90's, those vibes that, unfortunately, have been lost in time. Definitely recommended if you are looking for a quick and simple, but simultaneously impressive experience. Cheers guys!
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Hours played at review time, across 23 reviews with recorded playtime.
A delightful gem of an indie game that's a few hours well spent for just a few bucks. This game has become an easy recommendation for my friends and I had a great time playing through. The Great: 1. The Aesthetics and Atmosphere are top notch. The low-poly models give everything a wonderful retro vibe and the spritework is delightful. I loved to just walk around and soak in each room as I paced through the Intro and even took a few minutes to stop and sketch some of my favorite details. Each room of the castle, complete with their own furnishings and aesthetics, are delightful to take in and there are so many fun little sinister details as you soak in the surroundings. 2. The initial feeling of exploring the castle combined with the tension created by the game environment. There are a lot of really subtle effects that go a long way in creating a bit of tension as you first explore the castle. The floors seemingly shift beneath your feet. You hear random creaks and laughter from uncertain directions. You don't know what's behind each imposing door, opening them to an abyss and a howling crack each time. You don't have much direction---you have to find a jacket of someone who went missing and you have some initial knowhow of the castle from playing through the introduction---and this lack of direction plays into the exploration and puzzle solving so well. Piecing together each solution completely by your own wit is a delight and satisfying. That all being said, I do have a few critiques. They aren't major issues, I still enjoyed my time quite a lot, but I want to give some feedback to the developer and post a few things that might help out folks stuck on a couple of puzzles. 1. I think there needs to be a stamina bar for running or something to make Dracula and Lilith more of a threat. I really enjoyed the initial tension of running into them and trying to run away but after a few times, the surprise wore off and I realized just how easy it was to get away from them by holding the shift key down. Not only do you have infinite stamina, you can sprint in all directions, meaning you can run away and look at them to see where they're trying to go at the same time. Something to limit how often the player can run or to give Dracula and Lilith some better pathfinding or something could go a long way in keeping that initial tension going. 2. Some of the puzzles are a bit ambiguous in ways that players might struggle with. I think a certain level of ambiguity needs to be present for players to have some challenge and fun solving these puzzles, but some feel disjointed with how the clues are presented. For instance, if the player inspects the painting of Dracula near the entrance of the castle (which is somewhat easy to miss if you don't look), they note how it could probably be taken down with "something strong." I interpreted this as needing to use a crowbar or some sort of tool, but the actual solution is a flask of acid you get after feeding the courtyard plant and finding a bottle in the dorms. When I got the acid, I didn't go back to the painting of Dracula until I ran out of every other puzzle I could solve and then finally realized I needed to use it. This could just be an issue with how I thought of the clue, but I think a better one might be something about the painting looking thin or easily melted or something might clue in the player a bit better once they get the bottle of acid while still keeping things ambiguous. Another puzzle I had a bit of an odd time solving was the courtyard puzzle. The poem hinting at the paintings' order seems a bit disjointed with how you have to put them in (Valley-->Dark-->Dark-->Moon), I think there could have been something better written for it. Also, I kinda wish the clue was more about the sprite of the painting you see by looking at it in your inventory, rather than just spelling it out with the titles. (Maybe it is and I'm too obtuse to get it). I wound up just brute forcing the order once I had each frame to actually solve the puzzle, which didn't take too long thankfully. I accidentally solved the clock puzzle when I got to it. I am not sure what clue indicates it but the correct time is 4:40 (or something at 4:00, I don't remember the minutes exactly) if anyone is struggling too much. I thought the time would be 4:20pm because of the letters from the servants and the other weed jokes, but I was wrong. I'm not sure what other time-related clues there are to help people because I just kinda fluked through it my first go around, but I could see it being a stumbling block for a lot of players. That said, I think the rest of the puzzle design is great, and even these issues aren't too major. 3. I found the ghosts to be a bit frustrating at times. There aren't too many of them and you have enough meds to just kinda tank them if you need to, but they tended to kinda bump into me from out of nowhere a bit too often and their audio clues seemed a bit janky/inconsistent. 4. I wish the camera had a few more uses. I wish the photos you take could be viewed later as a means for keeping track of puzzles or just to take in-game pictures---this game's aesthetics are so good that I would love to be able to take some screen caps using the camera. Also, I wish there was some sort of puzzle that relied on you using your camera in a clever way. One I thought of could be an empty easel with a note saying "I need a figure to paint" and the player has to go into a bathroom, find a mirror, and take a photo of themselves that they leave on the easel to solve the puzzle. I know that this is a small game done by a one man team, but I think another couple of uses for the camera could really add a lot to the game. That all being said, I really enjoyed my time with this game, I think I might wind up replaying it just to walk around, take in the scenery and do some more drawings. I am really looking forward to what else this dev might create.
На один вечер)
If you love Resident Evil 1 you will absolutely enjoy this
enjoyed the exploring / picture taking / puzzle solving aspects, Most of the puzzles aren’t overly complicated but they are enough to make you think for a minute or 2. Overall it was a really fun and engaging game
[b]My score: 5/10[/b] [h2]Overview[/h2] I'm all for the retro-PS1 aesthetic, but only when it's done right and supports solid gameplay. Unfortunately, I found Dracula Awakens too clunky, rough, and unfocused. There are several issues, both with the gameplay and the presentation. The one that ultimately made me quit — because I was starting to feel sick — is a visual glitch where the floor seems to “flow” diagonally under your feet while you walk. No amount of fiddling with the video options fixed it. Uninstalled, I'm sorry. [h2]Key Points[/h2] [*][h3]DIFFICULTY:[/h3] I don't think I played enough to judge. [*][h3]PRESENTATION:[/h3] Cool concept, poor execution. [*][h3]STORY:[/h3] As far as I can tell, it's a classic, non-intrusive gothic tale. [*][h3]GAMEPLAY/GAMEPLAY LOOP:[/h3] You take pictures of ghosts like in "Fatal Frame" while running from a stalker enemy. [*][h3]TECHNICAL POLISH:[/h3] I've seen worse, but some of the visual bugs are still unacceptable. [*][h3]MONEYxCONTENT VALUE:[/h3] I asked for a refund, so it's a no from me. [/list]
Dracula says "Solve my puzzles". Once you figure out how to save the game becomes way easier to manage.
12块能玩到那么好玩的解密冒险游戏 很不错了 但是 不是所有人都像我一样解密天才 福尔摩斯的哈哈 所以我建议多增加提示
I had a great time playing this, spooky castles and vampires make everything better. The puzzles were fun, and the art is crunchy but looks absolutely great
EDIT: After reading through other reviews, I decided to try again and see if it grows on me. Also noticed the important items literally glow, so I just need to approach this different than other games. Will update when done. _______________ First, in the introduction, it says to "go to the catacombs". I scanned the entire playable area multiple times and could not find it. So then, I started a new game and chose the "skip introduction" option. And now the main game has serious issues with its design. The level layout is huge, each room has a ton of space and things to look at. And almost everything has a text prompt when interacting. The designs of the rooms are extremely similar, all the details look the same. So finding anything important feels a bit like a needle in the haystack. On top of this, my cardinal sin with survival horror game: THERE IS NO MAP. I could already tell this would be a pretty miserable experience, as I am extremely thorough when playing these games. I will look and interact with every single object, scan every room. And I could tell in this game, that would get extremely tedious - not to mention confusing. My advice going forward is to really keep the player experience in mind. Design rooms to be unique, design object interactions to be meaningful, study how the classics of the genre designed their rooms (hint: you can scan the entire room for important items and documents in under a minute or two). And please, for the love of all that is holy. MAKE A MAP.
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