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House of Winchester's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Mechanics | #30 | 3.586 | 3.586 |
| Sound | #47 | 3.414 | 3.414 |
| Story | #47 | 3.069 | 3.069 |
| Fun | #48 | 3.379 | 3.379 |
| Overall | #52 | 3.483 | 3.483 |
| Aesthetics | #55 | 3.828 | 3.828 |
| Theme | #105 | 3.103 | 3.103 |
| Music | #176 | 2.103 | 2.103 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
4
Did you use any existing assets? If so, list them below.
I list them on itch.io page
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Comments
Very impressive stealth mechanics, this game had some strong Thief/Deus Ex vibes to me. The procedural room generation system was both a blessing and a curse. I was very intrigued by the variety of rooms and how they connect with each other organically, but more than once I found myself stuck because all of the doors were locked and I had no keys (one time it happened in the starting room - there definitely should have been some safeguards to prevent that). Very impressive rooms roster though! I liked the level design work and the sheer variety of interesting ideas. Each room has its own gimmick; there are some secret doors, a lot of stuff to explore, and interact with.
Overall, it is very impressive how this whole thing holds together, considering the sheer number of different systems you've implemented. It is rare to see such a system-heavy horror game, which also manages to be a competent survival game and pull off an interesting story, so this is quite an achievement!
Congrats on a very interesting unique game mechanic, I love building the level as you go. The visuals are great, and the sounds and atmosphere are good too.
Sadly I never got near completing the game as I really really struggled with the controls...If you'd presented me with this control scheme back in the PSX days, no problem, back then every game had a unique and idiosyncratic control scheme that had to be learnt, but with the standardization of control schemes in recent years that are now so instinctive and ingrained, i found it nearly impossible to maneuver as I wanted to the moment I was under any pressure. Also a bad run of luck saw me have an apprentice spawn in the 1st or 2nd room I nearly every game.
Beyond the controls (which may be more down to me than the controls themselves) I felt the UI was the only place the game was lacking. I picked up what I assumed were bullets and keys, but the inventory just showed some numbers next to different coloured squares, so I wasn't sure what I had in there.
But those 2 points aside, a very cool game, and a mechanic that I may well take inspiration from for a future prototype, and see what I come up with. Great Job!
Thanks for such detailed feedback. I definitely plan to add an optional modern control scheme later on. However, for now, I intentionally designed the controls this way to create a sense of discomfort and heighten the player’s tension — and I think that experiment worked pretty well.
The core mechanic isn’t originally mine — it was inspired by Blue Prince, which I highly recommend checking out if you haven’t played it.
As for the apprentice, if I remember correctly, he always spawns in the second and eleventh rooms
Yes you absolutely succeeded with that goal. I did wonder if the control choice was aimed at helping sell the feeling of panic when spotted, and it certainly did that!
Ah right, that makes sense then.
I found the controls really interesting. I don't know what, but I liked them. The cursor that moves whatever you're holding... I find it really fascinating! I might take note. Other than that, it really has so much potential. I loved it! The puzzles, the atmosphere, everything! Really! Pick it up again as soon as you can! You've got a gem in your hands.
Thank you so much for the positive feedback! I’m really glad you liked the controls — the whole project actually started from that idea, so it’s great to hear that someone found it fascinating. I’ll definitely come back to it — within the next week, I’m planning a small update to fix the most obvious issues and improve usability. After that, I’ll take about three weeks for testing with some blogger friends and making video content, and then I’ll aim to polish the game up to a proper demo version. Thanks a lot for playing my game!
its fun! love the sound design.
Thank you for playing
This was really cool and seemed more or less complete! Amazing work! I am not a big fan of horror but I turned my brain off so I could experiment with the controls which I thought worked surprisingly well.
I got a ways in but wound up closing my tab by accident by crouching and walking (which is Ctrl+W!)
Thanks for playing and for the feedback! To crouch, you don’t actually need to hold Ctrl — just press it once to toggle crouch mode, and press it again to stand back up. That way, you’ll avoid accidentally closing the browser tab with Ctrl+W.
Hey — I just played House of Winchester, and I love the PSX-style horror aesthetic you went for — it really gives the game a creepy, uneasy feel. The shifting rooms mechanic is clever and made me second-guess every door I took. One thing I found a bit frustrating: the controls and UI prompts weren’t always obvious, so sometimes I wasn’t sure if I’d pressed the right key or what the expected action was. Also, the credit sequence felt a bit long after dying — maybe a quicker retry option could keep the momentum going.
If you’ve got a moment, I’d really appreciate it if you checked out my game and dropped a rating: /jam/gamedevtv-halloween-jam-2025/rate/3971977
— thanks so much and good luck in the jam! 🎃
I was the first one to comment on your game!) And yeah, thanks for playing — I’m really glad you enjoyed it!
ahh hey ellps yes you were you were my first ever game comment aha. sorry i just got into such a big flow of things ive done abt 50 so far tonight so sorry about that! dw i havnt forgot you
great game again
This is a very spooky game! Love the atmosphere and room building mechanics. In one of my playthroughs, I somehow got stuck between the doors. Is it possible to kill the apprentice with the gun?
This was a very creative game. The control scheme definitely added to the suspense, because it felt very restrictive and it was harder to move around without being able to strafe and turn. I was impressed by the number of items you could pick up. The room placement mechanic was very interesting. It added a bit of a puzzle game feel to the game. I can imagine a deeper level of play once you got to know the rooms. Very nice ambiance.
It would have been nice if the controls for the equipped items stayed on the screen. Once I wanted to use the gun, I couldn't remember what does what. So as soon as I cocked the gun I got killed. I did not have the patience to get to the end (if there is one.)
Very solid game.
Yeah, there are actually two endings :) And I admit, I went a bit overboard with the difficulty — but oh well, I’ll polish it up after the jam. Thanks a lot for the feedback and for sharing how the game felt to you!
Cool!Good Job
So cool and complete game! The idea of room generation is something new I didn't get across before. Climate and wibe are really on top of this gamejam, I like it even if I died in like 3rd of 4th room like a baby :D
Thanks for the feedback, glad you liked it! The room-selection idea was inspired by Blue Prince, so if you want to try a game with a similar mechanic — I highly recommend it :)
It's a great idea with some really interesting mechanics! Unfortunately, I couldn’t play it for long — the web build crashes right after the tutorial, and although the downloaded version worked better, the way the mouse is handled in-game made just starting the game a bit harder than expected.
Don’t get me wrong, once I got into it, it was really enjoyable and quite unique! I wanted to keep exploring, but then I got caught after slowly bumping into an enemy, and I couldn’t get back to the menu to try again because of the mouse issue :/
I’m all for unconventional control schemes, and I really love that you experimented with something different. It just needs a bit more polish, and I’m sure it’ll turn out great :)
I hope this doesn’t come across as harsh — I genuinely liked what you were going for and just wanted to share some feedback to help out!
Thanks for such a detailed feedback — it doesn’t sound harsh at all, and I really appreciate constructive criticism. After the jam ends, I plan to polish the game, and I’m very grateful for all the feedback I can get. Thanks for playing!
Genuinely scary game. Totally made me jump! Choosing the room is very fun. It reminds me of this board game I play called Betrayal.
My one note is that when you die there has to be a way to get back into gameplay ASAP. I get you want to roll the credits but if you added a R key to skip that would have kept me playing much longer. You should also jus drop the player straight back into game play so they can get a bunch of reps in.
Thanks for the feedback! I’ll add a quick-skip option and fix the bugs right after the jam. I’m really glad you played my game — thank you!
Very cool game, I liked the idea behind it and choosing rooms. Once I saw the killer, and he started chasing after me, it got intense.
However, I have two things to note. The room with an infinite number of doors was very confusing and difficult to navigate. I had to restart the game when I got there. There are also some places where there are multiple doors on top of each other, and I had no clue where to go. That, combined with the fact that some doors open towards you and push you, feels a bit unintuitive.
Also, having two cursors, the computer one and the in-game one that’s slightly offset, is a bit confusing.
Other than those minor things, I really liked the game. It’s visually appealing, and most of the levels are well designed. It’s a fun game, good work :)
Thanks for such detailed feedback, I really appreciate it! The room with all the doors was designed on the last day, and for some reason it seemed like a good idea at the time :) Anyway, I’m glad you liked the game!
it was definitely an interesting idea, I think with some slight adjustments it could a be a really fun room that fits well in the game. Maybe if you had a bit more room to move in each little "room" and the doors would open away from you always so they don't push you around.
Great idea, I’ll definitely implement doors always opening away from the player.
The level of interactivity with the in-game world was a big positive to me, even something as small as being able to open drawers and wardrobes adds deeply to the tone of the game.
Thanks for the feedback
Classic PS2 horror look is a really good choice for this halloween themed jam, you nailed it.
Liked the roguelike concept, even letting player choose the room is pretty generous, made me feel like I was really building my own map. Secret-accessed wall storages were a pleasent surprise. As for gameloop I, myself, don't particularly enjoy a victim-driven playstyle, found it a little upsetting that you couldn't beat the mean guy. But Im pretty sure it's possible to crouch around him for as long as a whole game. Also the variaety of enemies/traps is nice, but a bit frustrating that every time player loses the game forces unskippable credits screen. Would prefer "restart" for a quick rematch. Overall a solid work, good spooky vibes 🎃
P.S: boy does the houseowner likes hammers. Shame can't use them to knock on an enemie's head once in a while :D
Thanks a lot for the feedback! Technically, if you collect enough ammo, you can take down the bad guy — he’s got about 5 or 6 HP (can’t remember exactly). But he’ll get back up after around 10 seconds, so the gun is more of a last-resort weapon than a real tool for fighting back.
Yeah, the gameplay experience was meant to feel like that of a hunted victim. I drew a lot of inspiration from Alien: Isolation. But of course, that’s very much a matter of taste.
Interesting concept, looks like a mashup of Doors and Blue Prince.
Like many others, I find the control scheme a bit weird. Also I think I had a bad seed and was softlocked at some point, because I was in a room where every door was locked and I couldn't find a key. It's also a little frustrating to have to watch the credits and the tutorial again after dying.
But other than that, it's very fun to build the house and learn what every enemy does. This definitely has a lot of potential to become a great game. Great work!
Thanks for the feedback — I’m glad you enjoyed it overall!
I like the aesthetics of the game and the sound. The navigation system is really cool as well! Good job.
Thanks for your feedback:)
Deep haunted vibe here. While the control scheme feels wired at start, it totally adds to the atmosphere as when you have no option to look around rapidly, every head turn becomes tense.
Congratulations on such a submission!
Yeah, the control scheme was definitely a risky choice, but overall it works quite well — even if it scares some players off. Thanks for playing and for the feedback!
Amazing work!
Thanks:)
Great concept and graphics. Did not like the controls. The mouse has issues in the web version but once you figure out how to click its ok. the Bad guys are terrifying. good sneak em up game, great work.
Thanks for the feedback — I’m glad you enjoyed the game overall!