I have played and finished Creepy Redneck Dinosaur Mansion 3. It is a heartfelt story about game development. It is also a Match-3 game. And a visual novel. And a horror game.
The protagonist, J.J. Hardwell (the name and personality are hard-coded and not customisable), former Postal Inspection Service agent and the newest agent of the ATS, is on his first mission to investigate the mansion of a suspected super-scientist, Duncan Dockright III.
Generally, the game is well-written and technically well-made, with the diverse dialogue options, victory conditions, and “battles” (not all matches are battles), the trait system based on the story branches completed, and the quality-of-life features, such as the fast-skip function and highlighting the previously-chosen options (which may have other branches behind them).
There are a few issues, most notably, the UI for the Match-3 sections seems to be controller-focused and rather uncomfortable, which is odd, considering how smooth and responsive it was in the demo. The skip function does not work for some animations and, as mentioned, the highlight does not take the post-option branching into account. The few keys that are used are not possible to rebind. While it is possible to replay from any unlocked checkpoint (usually every 1-2 matches), the game uses auto-saving into a single slot, so Windows Explorer is the only option for save file management. It is not unusual, but nonetheless disappointing.
The graphics, music, and animations are expressive and fitting and the game is VA-free.
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I have also finished Homebody. It is an excellent puzzle horror game in the modern setting with a time loop - each time the protagonist dies, the evening restarts from entering the house, which the group of friends rented for their trip. It is also a remarkably accurate representation of social anxiety. The house is a closed system with a specific schedule and everything needed already being there.
The puzzles are logical and reasonably straight-forward and there is an optional hint system starting from “Have you noticed A?” to “To do A, do B first”. The dialogues are well-written with several options and can provide hints for the puzzles as well along with more background story, such as the relationship between the group members and their lives prior to arriving at the house. The relationship progress persists between the loops and most of the puzzles are not random (I think, there is only one exception).
The graphics are expressive and easy to read and use the PS1-style aesthetics. The music and sound design are fitting and build the atmosphere and suspense. The game is VA-free, allowing a smaller size and requiring less processing power.
The controls are comfortable and rebindable, offering both keyboard and mouse controls. The game uses auto-saving into a single slot, with 3 slots total, meaning that one has to utilise their file management system should they want to have hard manual saves. Considering that the cut-scenes are not repeatable, while the difficulty increases as the game progresses, the lack of manual saving is unpleasant. Additionally, upon continuing the game, the player always starts from a new loop, with the position in the previous loop lost. While the loops are short and the memories are saved, it is still undesirable.
I am also unsure whether interpersonal interactions should be considered universally better than seclusion. Each person is different and what works for the extroverted neurotypicals can be extremely uncomfortable for a neurodivergent person (see the gamers during the 2020 lockdown meme). The social systems were built by and for extroverts and must change to accommodate everyone, not only them.
Overall, it is an excellent horror game with the above-mentioned technical flaws.