
My name is Lorena. I don’t know where I am or how I got here. I just woke up in a bathroom, locked in, but I will escape this place and figure out what’s happening.
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About
Take care (of me) immerses you in a first person dark and suspenseful environment where you will have to complete an Escape Room filled with a variety of puzzles.
This is the question our protagonist asks herself when she finds herself trapped in a bathroom with no memory and little chance of survival. She tries to escape, and with every door she opens, fragments of her past are revealed, while the shadows of mystery close in around her. As fear grows and memories intertwine, the only way out seems to be confronting the evil that haunts her. Will she escape her own mind before it's too late?
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Gave this game a try because I love story simulators and puzzles/escape logic games. Seemed to be in my wheelhouse. Unlike other reviewers, I don't care much about the AI generated stuff or generic assets used to populate the visuals. I also do not particularly care about the language/aggressiveness of the man making demands like a lot of people seemed to. The worst part of the dialogue is that it comes across as not actually functional to a story or helping you really understand the why and how even through context clues, and it seems to pull from a very limited table array at random, which means you can hear the same lines about how stupid you are or hear the same insult repeatedly. I can understand why this might be problematic for people, especially when there are no indicators that by engaging with the game you will be berated by a game speaking to you (your character, technically) very directly. I imagine this would be difficult for someone with a bit of a... history, shall we say, with authoritarian figures or domestic abuse. Even so, I made it through the first couple rooms relatively easily but found myself rather profoundly stuck after the second bedroom scene. The game allowed me to inflict multiple methods of violence/termination to the figure, but I couldn't figure out what I was missing for the life of me. Now, I don't want these types of games to be overly easy, but... - The lack of even a basic dot or reticle to help you select interactive items made it super difficult to navigate, to accurately pick up the items for the place setting, etc. - There are no visual indicators to help you know what you can and cannot interact with, including things like drawers in the same piece of furniture being able to open while others are unusable. It's fine if not all identical items function the same, but it is really frustrating that the game doesn't give you any cues whatsoever as to places you should consider checking, not even after spending several minutes doing nothing but running back and forth. - There is an implied sense of urgency but no way of gauging that urgency. For example, setting the table... without visual cues to help understand where to click and how to get it to actually place items. Yeah, you get the list of items to complete so to finish the "unlock" but it's so awkward to figure it out that you easily reach the end of your time... - Your character apparently experiences a fate that wasn't actually part of the memory you seem to be revisiting if you time out, as you can die? It's unclear as to whether the figure is a figment of memory or if the scenario is meant to be real time. Did he murder me over my clunky table clearing? Why not at least give me an idea of how long I have, how fast I have to work? I swear, the first time I died, I was simply trying to become familiar with the settings and explore a little, and was completely unaware that this would expedite my demise... The hardest mechanic part of this other than the indistinct interaction targeting (reticle for orientation) and the cumbersome back and forth movement while only being able to pick up one thing at a time? The fact that if you picked up scissors or whatever, you can't just set it down on a table or something, you have to drop it... and dropping it sometimes resulted in the item fully disappearing. This was ultimately the cause of my ending this portion of my stream that day. I was navigating the bedroom murder or whatever, quickly wrecked the guy, but most of the items I inflicted upon his body disappeared or were no longer accessible due to some kind of assets failure with the bed. Yes, I had seem scissors and such disappear or stand on end when being put down, but the disappearing act combined with the absolute lack of guidance/indicators for how to solve the puzzle of that room took up a lot of time before I ultimately gave up. Will I play this again? Probably not. Maybe it's a labor of love, maybe it's a foundation for a later grab for profit using DLCs, I dunno... But what I do know is that as it stands, I cannot imagine anyone would "fall in love" with this title deeply enough to want to buy any DLC or a paid version of this game. It comes across as a starter project for a developer that is trying to figure stuff out still, one that is a relative novice at game mechanics and abyssmal when it comes to storyboarding, plot evolution, character arcs, etc. Even though I was not particularly bothered by the aesthetic generative components and generic assets used here, I also would not be surprised whatsoever is this was actually fully generated by AI, voiced sparingly by someone who is clearly not a voice actor or sound engineer, and then sort of smashed together to make a "horror escape game" based on elements players loved in the genre overall. As it stands, it is unremarkable in the broad sea of games just like it, of games in the genre, and I would prefer playing other titles... Both for my own enjoyment, and for the enjoyment of my audience while streaming. Good luck to the dev team as you build your skills and consider what game dev really looks like for you, so that you can tap in to you strengths and rely on other resources to make up where you may be weak. Much Love, TeslaQoil aka Mama Lynn
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 31 reviews with recorded playtime.
First of all: there is no escape. Literally, the esc button does less than nothing and if you want to quit the game, you have to alt+f4 it. Once you're in game, you can't pause it or even change settings - unless there is a button I don't know about that allows it (hint: it's not esc). To say that the movement is terrible, would be a serious understatement. I got to the third room and got killed twice, because I was too slow (why? movement is just awful, so even with sprint it's hard af). Also the dialog in this room is annoying and repetitive af and instead of really focusing on the task, you just keep thinking "stfu". Also, when you drop the item, it can instantly disappear, sometimes making a level impossible to pass - that's how I lost scissors and had to alt+f4 the game and start everything from the very beginning. Whoever thought that this game is ready to be published, think again. And again, and again until you see that it's clearly not ready yet. I hope you'll take some time to fix and improve it. And hopefully one day I'll remember about this game and decide to play again. And maybe I'll be surprised how much better it will be than what I remember. Maybe. But that day isn't today. You still have a lot to do about this game. Take care.
Movement is trying to be "realistic" but just ends up being hard to use. Repetitive and overly aggressive dialogue in third room was enough for me to quit playing.
wow first_person_bp_game_template is such a great game This game is awful. The movement is nauseating, the dialogue (once it gets started) involves the same lines repeating every 5 seconds until you finish, the gameplay is "find key, open door" until you get to the part where you have to slowly set a table 1 item at a time and then clear it off the same way. Then I died and it restarted to the beginning of the table segment so I quit. Also, all the voice acting is very bad from someone who knows English but isn't very good at grammar or pronunciation.
Undeclared AI artwork. Ewwwww.
It needs a lot more TLC. Not ready to be published yet.
The biggest reason to why I think this game should be recommended is for young game developers who want to make something small-scaled like this -- this project could have turned out way better than it was but that is just a learning process, there's still time to fix bugs and finish the game off with a bit of finesse. ------ I have seen most of the reviews, I didn't understand them until I played the game that most of them are right. I want to personally list off some points that really stood out to me personally, I understand not everyone will agree with them but I still wanted to share because it's a rather new game, only been out for a month and what not. One major thing to point out for people who didn't get to the end (Its not a long game at all), this was developed by students I believe so we all have to be mindful that this is a small-scale project that is not going to be top-tier. ----- Here are the Negative things I have to say about the game: - The most prominent one would be that the ESC key is actually P, it gives you the settings/restart/menu option but it was just a weird keybind for me - The subtitles would overlap at points in the kitchen with the husband/man - There was use of AI that has been pointed out already, not cool -- I think if they had created their own art, even if it looked goofy, it would have been way better - The voice acting wasn't necessary at all, we could have just had subtitles and, for the man, red colored subtitles, because the voice lines would pop off constantly in the kitchen and it just got annoying - There was a point where I was soft-locked looking at a paper in the Tower part of the game, when I looked at it nothing would let me out, I restarted the level from the menu and then I was fully locked, I wasn't able to use the menu or anything and I had to restart my game alt+f4 - Writing could have been better but we all start somewhere. - Couldn't tell what we were supposed to do at the end until I found a comment telling players to take the pills from the bathroom to get to the ending - The ending was really confusing and anti-climactic --------- Positive Things: - The ambiance was fun and the rooms were nicely decorated - The fun and most interesting room was the Tower with the mannequin purely because of the flashlight vision and the mannequin its self -- I thought it would have been cool if the mannequin had come to life or followed where the player was moving since it is a horror game - I actually liked the movement in this game, it was trying hard to be realistic, but not everyone likes realistic movement in games -- I thought the movement was a bit more unique than annoying. ------ Lastly, things that could be improved upon: - For players who do not like the realistic movement, a setting could maybe be made for them - The writing; I really think that the amount of swear words in this game takes away from the experience - Voice acting could be improved upon 100%; maybe a bit more emotion could be thrown in to make us feel bad for our main character - The man; There is no real reason to feel bad for him, he's not that interesting and we only know it's her (the protagonists) husband, we don't get told why he dies - The ending could have been more cinematic than what it was - the amount of times we hear voice lines get repeated; there were so many times voice lines didn't need to be active, only a few times is fine, more than that just makes hearing it annoying (I had to mute Voice lines, when I restarted the kitchen part, much better experience) --------- Overall an okay game, too short to be understood but a bit boring. The ending is anticlimactic and you don't really get an explanation for it. We don't get any understanding of who the characters are and it, again, doesn't make the player feel anything when either character have something bad or dramatic happen to them. The horror aspect of the game (or, at least, I believe it's horror) could be dialed up from a 2 to a 7 or around that. Anyway, that's my review, I hope that the developers get back to this game and fix the bugs and do an overhaul of story, no AI used because it only disappoints people who enjoy creating/playing games.
I imagine this is how a bobble head views the world after being thumped on the forehead. And to where do items disappear when you drop them? Not good.
H'kayede Lorena yi canlandiriyoruz. Nerede olduğumu veya buraya nasıl geldiğimi bilmiyorum. Az önce bir banyoda uyandım, kilitliydim, ama buradan kaçacağım ve neler olduğunu anlayacağım.
Pese a algunos bugs menores, es un juego entretenido para pasar el rato con tus amigos.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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