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Reviews for "Satanorium"

Wow i actually completed it!

Usually I need walkthroughs, i was happy to finish it on my own. Deducted one point as it wasn't scary enough for me!

just the way i like it

The story is very easy to follow. It also has the things you usually find in a haunted building: ghosts and freaky surprises! Keep up the good work!

I like the tab button by the way :D

badass

the demon is utterly badass, that thing was one of the few times i like how a demon looked, the creators should do another sequel where you play as someone who has been wronged in a horrible way in the past (like a gang rape survivor) and have them summon the demon and using the demon you get revenge or find redemption, a multi path game seems perfect with this art style!

un-tool-like tools

This adventure follows a practice I've seen in several Flash games today, that objects will be useful in one and only place after which they no longer exist. This may be a convention, and a convenient one to the programmer, but it's one that actively destroys suspension of disbelief. When I play an adventure game I want to reason within its scenario rather than reason about the program that presents it. But when nothing happens when I use a tool other than the one place it was intended for, I'm reminded that I'm playing only a Flash adventure game.

Why, in particular, can a flashlight not be used in an dark and unfamiliar room? Our heroine tells me "I don't need it now", which should really say "you don't need it now". I am not expected to reason about my experience with the flashlight because I am not to be given any experiences other than the successful one, after which I expect the flashlight will disappear.

The attached video walkthrough is also useless for finding help. I got stuck after all in that dark room, so after running out of ideas I reluctantly looked up the walkthrough. It's a video that demonstrates again the effects of lazy conventional design that disregards how people would actually want to use something. Since I'm stuck in an adventure, I want to learn just enough to overcome my impasse, but the difficulty of browsing & searching video (as opposed to text) should be well known. Still a good video can demonstrate techniques that are difficult to explain verbally. I jumped to half-way to find the video showing the room I was stuck on - lucky! - but after a few seconds the author had moved on and I still didn't understand what to do. When I jumped back I saw something I hadn't seen before - a hammer - which meant the author was solving an unknown puzzle before the puzzle I was interested in. So does this mean the puzzles can be solved non-linearly, or was I screwed in my situation? If the video author had provided any commentary that could've helped, but as it is I'd have to watch the video through without skipping to understand. But that would be horrible - I don't want to spoil puzzles I haven't even seen to solve the the one bothering me. Considering what I've watched, there's no annotation or visual hinting at all, just a recording of someone playing through the adventure very quickly, so it's questionable I'd understand what to do even after watching this video. Do I need to explain that you cannot see clicks? (While it may seem inconsequential to criticize a separate video from the flash on newgrounds, this is the official support provided by the creators of the game.)

I don't expect to complete this game but I feel it was important to explain why I was disappointed with the experience. A good game ought to demonstrate awareness of how various people could play it and a good adventure game ought to give its players enough information for reasoning through its puzzles.

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dont really like it ..