I liked a lot of things about this game, but my favorite thing about it was the pacing. The story revealed itself gradually without overly-long exposition or confusing gaps. The puzzles were just challenging enough to keep me engaged, but not so hard that I felt frustrated with them. And I could clearly picture each scene in my mind: the long empty hallways, the caves and tunnels under the station, and the protagonist herself, a frightened determined teen alone in an unfamiliar place.
I love this game so much. It's different, and clever, and looks like it was a lot of fun to make. It feels like one of those dreams that all seems to fit together until you wake up and you can't quite explain what happened. But you're left with the feeling that if you had just slept a little longer you would have figured it all out.
Such a cute game. It's the little details that really make it come alive. Try singing, dancing, or jumping, and you get different text depending on where you are. There's probably other commands that I didn't think to try which give you interesting results.
This is a pretty easy light game, but the puzzles still feel pretty satisfying. The game has a lot of the same elements as Crocodracula: What Happened to Calvin, but when I played Calvin it felt like the game had some elements that were missing. But if Calvin was missing something, this game has it. The whole thing feels more thought out and the puzzles fit together neatly. It also has quite a few elements that weren't in Calvin.
The most enjoyable part of the game was just wandering around Becca's Sunnydale-esque little town and finding all the weird supernatural quirks hidden in it. I think my favorites were the house on Ash St. and the Radio station. J.M. was also really cool, and I would love to see more of him.
This was a fun little game, but I felt like I might have been missing some of the puzzles (other than the sheriff's crossword). I don't know if I'm just not able to figure it out, or if the puzzles aren't there in the first place. I thought the idea was cool, I mean, a game about a monster called Crocodracula? What's not to love? I did kind of wish the playable characters had a little more variation between them, but I can see why that would be a huge amount of work.