Fishy

Fishy
https://i-choose-paradise.itch.io/fishy

Fishy is a horror-themed “wholesome” visual novel that takes about twenty minutes to finish. You play as a sweet middle school girl who’s spending the night at an aquarium for a friend’s birthday party. The problem is that she’s deathly afraid of the ocean, and it doesn’t help that there’s mild friendship drama afoot. She gets separated from the group and wanders into a restricted area, where she encounters fish that aquarium guests are never meant to see.

The art of Fishy is fantastic and alternates between genuinely gorgeous and genuinely creepy. Putting the spooky fish aside, the environmental illustrations perfectly capture the magical atmosphere of what it might be like to spend the night in an aquarium. The character designs are lovely as well.

The writing is competent, but the game seems to be aimed at the same audience as its preteen characters. In its determination to be wholesome and teach the player a positive life lesson, the story hesitates to create a sense of tension, dread, or even character development.  

Fishy’s message is that having a prosthetic limb is cool, actually. And that’s great! Prosthetic limbs are in fact cool as hell. Still, the twenty minutes that most players will spend with the game isn’t quite enough time to tie all the various thematic threads together. There’s the player-character’s anxiety + her relationship with her friends + her fear of the ocean + the potentially haunted aquarium; and then, on top of that, there’s the positive message about disability positivity. It’s a lot!

The lack of any real darkness or specificity makes the experience of the player-character somewhat confusing, at least to my adult sensibilities. Like, what exactly is the source of the friendship drama? Why is the player-character afraid of the ocean? Is there something going on in her life that makes her prone to attacks of social anxiety? Why does she react to this situation in such an extreme way? Is she having a legitimate psychotic break?

I always appreciate stories that reach for big goals, of course, and the writing is quite compelling. If nothing else, the characters all seem like real people, and I was interested in learning more about them.  

Also, I have a bit of a crush on the girl in the friend group who knows all sorts of disturbing facts about the ocean and doesn’t mind bringing them up at (in)appropriate moments. I want a whole game about Weird Fish Girl and whatever her damage is. She’s wonderful, and I love her.

All in all, Fishy is a fun story with a few spooky scenes, and it feels like a good visual novel to share with younger children. The hand-drawn art is appealing, and the story goes to some interesting places in a relatively short amount of time. In any case, it’s free to play, so no complaints there. Even if you’re not into preteen friendship drama, it’s always good to spend quality time with the terrors of the deep.

List of Cozy Horror Games on Sidequest

To celebrate Halloween and everything autumn, Sidequest created a list of cozy horror games for people who enjoy the themes and aesthetics of spooky season but aren’t into jumpscares or explicitly ghoulish imagery. I love every game on this list, and I had a lot of fun writing about three favorites of my own. Here’s a set of excerpts:

Six Cats Under

Despite its grim premise, Six Cats Under is a chill game with cute pixel graphics and an ambient lo-fi soundtrack. Even watching a short playthrough on YouTube is relaxing.

What Remains of Edith Finch

This is the perfect Pacific Northwest Gothic setting for a haunted house story, but Edith’s former home is actually quite beautiful and charming. Adding to the game’s coziness is its comfortable two-hour playtime, as well its clearly signposted guidance along the critical path.

Night in the Woods

Although you’ll gradually uncover the town’s secrets during the days leading to and following Halloween, your main goal is to reconnect with old friends in dead malls and empty grocery store parking lots after spending your afternoons strolling through streets filled with gorgeous fall foliage.

I think it’s worth commenting on my criteria for what makes a game “cozy.”

Accessibility is a major factor. You should be able to play a cozy game at your own pace without having to worry about the anxiety of time limits or the frustration of losing progress. Another key element of cozy games is their ability to inspire a sense of comfort through visual presentation. “Cozy graphics” aren’t disposable Instagram aesthetics, but rather a commitment to a distinct visual style that feels hand-crafted and deliberate in its expression of the game’s themes.  

More than anything, a cozy game uses its relaxed vibes to create a safe space to ask meaningful questions that the player wouldn’t have the energy to engage with otherwise. Cozy games should be thought-provoking but casual, like a conversation with a friend in front of a fire.  “Cozy horror” isn’t an oxymoron, then, as cozy games are perfect for the long nights when you can bundle up, get comfortable, and take the time to study the shadows lurking in the darkness.

You can check out Sidequest’s full list of cozy horror games here:
https://sidequest.zone/2023/10/30/sidequests-favorite-cozy-horror-games-for-weenies/

List of Free Short Horror Games on Sidequest

I’m excited to share a project I’ve been working on for several months: an annotated list of ten retro horror games that are free to play on Itchio. I posted reviews of many of these games here on this blog over the summer, and I’m grateful to the amazing editors at Sidequest for allowing me to refine my thoughts and present everything in one article.

To me, one of the fun things about indie retro horror games is that many of them deliver their central idea with as much concision and impact as possible, allowing the player to become thoroughly spooked in one sitting. So that readers can get a decent idea of what to expect, I organized my list according to roughly how long each game takes to play.

If you’re interested, you can check out the article here:
https://sidequest.zone/2023/10/23/ten-short-horror-games-on-itchio/

I really enjoyed putting this list together, and I’m looking forward to making another one next year!

Review of Soul Void on Sidequest

I recently had the pleasure of writing a review of the Game Boy horror adventure game Soul Void for the online gaming magazine Sidequest. I love Soul Void, and I’d describe it as Undertale for people who love quirky adventures with elements of horror but hate bullet hell. Although the horror elements of Soul Void are quite gruesome, it’s accessible to players of all skill levels. The game is free to play on Itchio (here), but I’d recommend playing it on a Game Boy emulator like mGBA, which you can download (here). Here’s an excerpt from my review:

Soul Void is a dark fantasy Game Boy adventure game that takes about three hours to finish. Its story of a young woman navigating the perils of the underworld is intriguing and cathartic, and its art design makes incredible use of the eeriness of its retro pixel graphics. For anyone who enjoyed the characters and worldbuilding of Undertale, Soul Void offers a similarly offbeat odyssey of mystery and friendship illustrated with disturbing but brilliantly creative horror art.

You can read the full review here:
https://sidequest.zone/2023/08/21/review-soul-void-dives-deep-into-retro-body-horror/

I want to give a big shout-out to my editor, Maddi Butler, for helping me get my thoughts in order and work through some of the more interesting themes of this game. I’d also like to thank the Sidequest Editor in Chief, Melissa Brinks, for giving me an opportunity to write about Soul Void, and for allowing me to expand on my thoughts about this amazing game. For excellent writing and commentary on video games, you can follow Maddi on Bluesky (here) + Melissa on Twitter (here). If you’re in the mood for gorgeous horror art, you can follow Soul Void’s creator, Kabadura, on Twitter (here) and on Instagram (here).

Deadeus

Deadeus
https://izma.itch.io/deadeus

Deadeus is a retro Game Boy horror adventure game in which you have three days before the apocalypse. If you play the game straight, you quietly enjoy your remaining time in your small seaside town before climbing a scenic hilltop to watch the sky fall. If you discover the hidden passageway underneath the town church, however, you can join an evil cult and get the party started early.

You play as a young boy who lives with his mother. Attendance at the local school is voluntary, so you’re free to explore anywhere you like in your town, which is large but not unmanageably so. The town consists of about thirty screens (not including indoor areas), and you can pull up a map with Select if you need it. There are about forty people you can talk with, and their dialogue changes every day. There’s no time limit to these days, which end when you decide to go to bed. If you’re doing a pacifist run, it takes about twenty minutes to explore everything each day has to offer.

The premise of Deadeus is that all the town children are having bad dreams. In the first of these dreams, an eldritch horrorterror informs the children that it will manifest in three days. The town itself seems quaint and utopian; but, as you talk to people and read various documents in the library, you learn that the area has a dark history. There have been waves of unexplained disappearances, for instance, as well as a surprising number of attempted murders.  

If you want, you can steal a ceremonial knife from the town cult and attempt some murders yourself. The game subtly guides you in this direction, and this is where most of the potential gameplay lies.

Deadeus has eleven endings, and the more interesting of these endings involve killing people in specific ways. In order to get the most satisfying (by which I mean the most gruesome) ending, you need to play through the three days while collecting objects to use in a cult ritual.

Meanwhile, the most gameplay-intensive ending involves killing every single NPC in town without getting caught. Deadeus has no combat, so this is largely a matter of stealth and strategy. A few murders require you to be clever, and I enjoyed the challenge.

Still, you don’t have to hurt anyone, and the default ending of Deadeus stands on its own. I think this might actually be the ending I prefer, especially considering what you learn about yourself and your town.

If you make use of your Game Boy emulator’s Save State function, it takes about three hours to see everything there is to see in Deadeus. Some of the endings are much better than others, so I recommend consulting the list of endings (here) and following your heart. The spoiler-free town map (here) is also useful.

A lot of homebrew Game Boy horror games are rough around the edges, but Deadeus is extremely polished. The gameplay is great, the art is perfect, the writing is decent, and even the music choices are interesting. Despite the disturbing imagery, there are no jumpscares in the game, and it’s entirely up to the player how gory they want their experience to be. It’s also up to the player how much reading they want to do, and there’s a fair bit of text on offer if you’re into lore hunting.

And finally, I like how your character’s eyes seem to be bleeding throughout the entire game. Understated pixel horror is always appreciated.

The Mist

The Mist
https://yliader.itch.io/the-mist

The Mist is a Game Boy horror adventure game based on Cthulhu mythos and inspired by the 2019 movie The Lighthouse. Despite only consisting of about twenty side-scrolling screens, it’s an intricate game that takes around 40 to 45 minutes to finish.

You play as an old man sent to maintain an isolated lighthouse for two months. Your job is simple: keep the light at the top of the tower going, maintain the chapel, and don’t try to look for the body of the previous lighthouse keeper.

This potential gameplay loop is quickly interrupted when your character starts having strange dreams involving a sea monster calling him “son” and asking him to return to the ocean. Your character’s dreams become progressively stranger, and what you end up doing is completely neglecting the lighthouse as you poke around the tower to satisfy his curiosity.

About halfway through the game, you begin to navigate dream sequences as well as the waking world, and these dreams are a lot of fun. There are no jumpscares in the dreams, but there are a few (excellent) monster animations that you’re forced to watch become progressively more disturbing. In addition to the in-game cutscenes, there are about two dozen illustrations for longer conversations and reading passages. The pixel art in this game is wonderful, especially given the graphic limitations.

The Mist includes a few puzzle sequences, but these sequences mainly consist of figuring out what you need to do next. Given that your range of motion is limited, these “puzzles” can be solved by process of elimination. There’s one puzzle about thirty minutes into the game that might be a little frustrating, but the creator has embedded a full playthrough video in the game’s page on Itchio if you get stuck.

The creator of The Mist is French, which means two things. First, their English is a little off, but it’s off in a way that makes sense in French and is still completely comprehensible to English speakers. Second, their concept of Christianity is extremely Catholic, and it was amusing to me to imagine a grizzled New Englander consecrating an altar with wine and praying to various saints. It’s always interesting to see how other cultures interpret the Cthulhu mythos, and I unironically loved this.

The Mist loses its footing for a bit in the middle – especially around the puzzle I mentioned earlier – but it’s a neat piece of storytelling that creates an immersive environment at a slow but steady pace. Even if you’re not a Lovecraft fan, The Mist is an interesting and atmospheric game about slowly losing your mind on the fragile shell of land suspended above the massive horrors of the watery depths.

It’s Not Me, It’s My Basement

It’s Not Me, It’s My Basement
https://arcadekitten.itch.io/its-not-me-its-my-basement

It’s Not Me, It’s My Basement is an RPG Maker gothic horror game from 2021 along the lines of The Witch’s House and Mad Father. It takes about 35 minutes to finish, and it’s free to download from Itchio.

You play as a kid named Embry whose parents have been eaten by monsters. Embry has managed to padlock the basement door, but the monsters are constantly hungry. The player is therefore tasked with feeding the monsters so they don’t escape and eat Embry. The game consists of navigating between Embry’s kitchen and the town market while stopping at the basement door a few times along the way.

The story is divided into three days, during which food becomes progressively scarce and the monsters become increasingly hungry. Each night, after feeding the monsters, Embry has a dream. All three dreams end with an extremely mild jumpscare, but the game is more concerned with creating an oppressive atmosphere than it is with trying to shock you.

What I appreciate is that it’s unclear what the monsters are or where they came from, just as it’s occasionally unclear what Embry is feeding them. Although you have the choice to enter the basement in one of Embry’s dreams, you never learn exactly what’s going on down there, and sometimes not knowing is worse.

If you’re worried that I just spoiled the game, please don’t be. There’s a lot going on here.

The creator has a few shorter games available on Itchio, some of which are loosely connected through a shared universe. The reason I chose to play It’s Not Me, It’s My Basement is because this game has a surprisingly large online fandom. Seriously, it even has its own page on TV Tropes (here).

It’s Not Me, It’s My Basement feels a bit like Homestuck run through a few filters. Everything about this game is catnip for edgy tweens. Even if that doesn’t sound appealing to you, It’s Not Me, It’s My Basement presents an interesting and open-ended story, and the game is a fun experience that doesn’t bother the player with any puzzle elements that impede the flow – or the steadily mounting creepiness – of the delivery.