Compara los precios de Is this Game Trying to Kill Me? en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Stately Snail. Publicado por Stately Snail. Lanzado el 12/11/2024. Disponible en PC. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 80/100.

A three-hour escape room that folds a retro dungeon crawler inside a haunted forest cabin, and then quietly convinces you the two worlds are eating each other. Compact, clever, and surprisingly hard to put down.

I went in expecting a spooky room-escape with a gimmick title and came out genuinely charmed by how much Stately Snail packed into what is, structurally, a very small space. The setup: you wake up in a dilapidated forest cabin next to a skeleton, a vampiric wizard-type character bursts through the window and offers you a deal, and suddenly you are sitting at a dusty MS-DOS machine playing a 2D dungeon crawler as the literal price of your survival. The meta premise sounds like a one-note joke. It is not. The core mechanic is where this thing earns its keep. The cabin and the in-game computer are intertwined in ways the game reveals slowly and with real craft. Opening a chest inside the retro dungeon crawler unlocks a physical chest in your cabin room. Placing light bulbs on a grid in the 3D space manipulates the lit path inside the 2D dungeon. TV screens mounted around the cabin show you what is happening inside the game, and that feedback loop works both ways throughout. The cabin itself expands as you progress, new rooms unlocking to deliver fresh puzzle layers, so the physical space never feels exhausted. For the most part, the puzzle design is inventive enough that you will not know whether the next solution lives inside the computer game or somewhere on the cabin walls, and that sustained uncertainty is what keeps the tension alive. The horror angle is quieter than the title implies. Several reviewers noted this reads more as dark comedy than genuine fright, and they are right: the main antagonist is theatrical rather than terrifying, and the overall tone sits closer to Pony Island or Inscryption lite than anything that will genuinely unsettle you. If you come expecting survival horror, recalibrate. What you get instead is psychological unease, the creeping worry about what will happen next rather than jump-scare theatrics, and a surprisingly generous collection of death animations (spikes, bottomless pits, tentacles, grenades) that land as grim punctuation rather than punishment. Deaths rarely set you back far, and a built-in hint system catches you when a puzzle tips from satisfying to opaque. The genuine criticisms are worth naming plainly. The retro dungeon-crawler layer, played on the in-world computer, is the weaker half: maze-like stages with a 2D character that feel simplistic on their own. The game-within-a-game concept is the draw, not the quality of the inner game itself. There are also scattered timed, dexterity-based sections that feel mismatched with the puzzle-box pacing, and at least one camera quirk in the 3D cabin (a snap-back swivel when you stop moving laterally) that some players found disorienting enough to warrant breaks. The runtime of roughly two to three hours, with three distinct endings spread across achievement data, will strike some players as lean for the asking price and others as exactly the right length for a game that knows when to stop. Both positions are defensible. There is a free prequel, titled Preface, that functions as a demo and is worth playing before committing. For me, what lingers is the intentionality of it all. The cabin feels authored, not assembled. Every room has a reason to exist. The handcraft is visible in how each new puzzle type is introduced, used once or twice in a surprising way, and then retired before it can go stale. That discipline is rarer than it should be. Stately Snail built something compact, consistent in its weirdness, and genuinely rewarding for anyone who enjoys the moment when two puzzle layers click together into a single elegant solution. Kai, Scout Team

Is this Game Trying to Kill Me?

Is this Game Trying to Kill Me?

12 nov 2024Stately Snail
GamerScout opina

A three-hour escape room that folds a retro dungeon crawler inside a haunted forest cabin, and then quietly convinces you the two worlds are eating each other. Compact, clever, and surprisingly hard to put down.

PC
Steam Deck VerifiedProtonDB Platinum
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Mínimo histórico: €3.48

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I went in expecting a spooky room-escape with a gimmick title and came out genuinely charmed by how much Stately Snail packed into what is, structurally, a very small space. The setup: you wake up in a dilapidated forest cabin next to a skeleton, a vampiric wizard-type character bursts through the window and offers you a deal, and suddenly you are sitting at a dusty MS-DOS machine playing a 2D dungeon crawler as the literal price of your survival. The meta premise sounds like a one-note joke. It is not. The core mechanic is where this thing earns its keep. The cabin and the in-game computer are intertwined in ways the game reveals slowly and with real craft. Opening a chest inside the retro dungeon crawler unlocks a physical chest in your cabin room. Placing light bulbs on a grid in the 3D space manipulates the lit path inside the 2D dungeon. TV screens mounted around the cabin show you what is happening inside the game, and that feedback loop works both ways throughout. The cabin itself expands as you progress, new rooms unlocking to deliver fresh puzzle layers, so the physical space never feels exhausted. For the most part, the puzzle design is inventive enough that you will not know whether the next solution lives inside the computer game or somewhere on the cabin walls, and that sustained uncertainty is what keeps the tension alive. The horror angle is quieter than the title implies. Several reviewers noted this reads more as dark comedy than genuine fright, and they are right: the main antagonist is theatrical rather than terrifying, and the overall tone sits closer to Pony Island or Inscryption lite than anything that will genuinely unsettle you. If you come expecting survival horror, recalibrate. What you get instead is psychological unease, the creeping worry about what will happen next rather than jump-scare theatrics, and a surprisingly generous collection of death animations (spikes, bottomless pits, tentacles, grenades) that land as grim punctuation rather than punishment. Deaths rarely set you back far, and a built-in hint system catches you when a puzzle tips from satisfying to opaque. The genuine criticisms are worth naming plainly. The retro dungeon-crawler layer, played on the in-world computer, is the weaker half: maze-like stages with a 2D character that feel simplistic on their own. The game-within-a-game concept is the draw, not the quality of the inner game itself. There are also scattered timed, dexterity-based sections that feel mismatched with the puzzle-box pacing, and at least one camera quirk in the 3D cabin (a snap-back swivel when you stop moving laterally) that some players found disorienting enough to warrant breaks. The runtime of roughly two to three hours, with three distinct endings spread across achievement data, will strike some players as lean for the asking price and others as exactly the right length for a game that knows when to stop. Both positions are defensible. There is a free prequel, titled Preface, that functions as a demo and is worth playing before committing. For me, what lingers is the intentionality of it all. The cabin feels authored, not assembled. Every room has a reason to exist. The handcraft is visible in how each new puzzle type is introduced, used once or twice in a surprising way, and then retired before it can go stale. That discipline is rarer than it should be. Stately Snail built something compact, consistent in its weirdness, and genuinely rewarding for anyone who enjoys the moment when two puzzle layers click together into a single elegant solution.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaGame-Within-a-GameMeta-PuzzleEscape RoomDual-World MechanicsMultiple EndingsDark Comedy HorrorTimed SequencesHint SystemShort-Form

Requisitos del sistema

Mínimos

OS
Windows 7 or higher
Memory
6 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
Video card with 2GB of VRAM
Processor
3.0 GHz

Recomendados

Requires a 64-bit processor and operating system

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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Stately Snail
Distribuidora
Stately Snail
Fecha de lanzamiento
12 nov 2024

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Is this Game Trying to Kill Me? está disponible en PC.

¿Cuándo se lanzó Is this Game Trying to Kill Me??

Is this Game Trying to Kill Me? se lanzó el 12 de noviembre de 2024.

¿Quién desarrolló Is this Game Trying to Kill Me??

Is this Game Trying to Kill Me? fue desarrollado por Stately Snail.

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Is this Game Trying to Kill Me? tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.