There is an unusual cabin deep in the woods. It had served as a laboratory and a dwelling for three generations of Lodgers.But as of late the latest Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something odd is coming out of the woods.
Brugeranmeldelser:
Seneste:
Positive (24 anmeldelser) - 83% af de 24 brugeranmeldelser, fra de seneste 30 dage, er positive.
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Meget positive (694 anmeldelser) - 88% af de 694 brugeranmeldelser for dette spil er positive.
Udgivelsesdato: 4. okt 2013

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Køb Knock-knock

 

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Om dette spil

There is an unusual cabin deep in the woods. It had served as a laboratory and a dwelling for three generations of Lodgers.

But as of late the latest Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something odd is coming out of the woods. Come night, it seems like someone's made himself at home in the twilight of rooms, attics, and cellars.

You need to stay awake and sane till dawn.

The Lodger is wandering the rooms, evading the unknown, counting minutes till morning. But it's only in the night that he can solve the main puzzle and find the answers. What's going on? Are the Guests real, or are they just figments of his insomniac imagination? What'd happened to the forest? What's happening to the cabin? Is there a line between reality and imagination?

Gameplay details

  • Hide! Play hide-and-seek with denizens of your nightmares.
  • Don't look now! The goal of each night is to reach dawn while still sane.
  • Fill in the gaps. The house aids the Lodger. You only have to fix it up and keep it in order.
  • Seek. The Lodger has lost something very important. The reason for what is happening is somewhere inside. Everything that is happening can be explained, you only need to find the key and bring it to light.
  • Wait. In this game you need to watch and listen carefully. Inspect and scrutinize. You only have to last until the sunrise.
  • Follow the rules of the game! Of course you must first understand the game being played with you.

Systemkrav

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Styresystem: Windows XP or later
    • Grafik: GPU that supports shader model 2.0
    • Diskplads: 700 MB tilgængelig plads
    Minimum:
    • Styresystem: Mac OS X 10.5 or later
    • Grafik: Intel HD Graphics 3000
    • Diskplads: 700 MB tilgængelig plads
    Anbefalet:
    • Grafik: Intel HD Graphics 4000
    Minimum:
    • Styresystem: Ubuntu 10.10 or later
    • Grafik: GPU that supports shader model 2.0
    • Diskplads: 700 MB tilgængelig plads
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joan4003
( 21.0 timer bogført )
Indsendt: 2. maj
Knock Knock is Dark Souls meets The Stanley Parable which plays hide and seek with Amensia: The Dark Descent. According to the game one should play at night in the dark, alone (and most likely with headphones on).

The biggest Steam complaints I found in the reviews was this game was repetitive and frustrating. What RPG game, for example, Dark Souls, is not repetitive and frustrating, and just because Knock Knock has no blood splatter and gut spillage that does not mean one does not die. Which happens more often then one is lead to believe. (When one dies, it is done without fanfare.) This of course leads to the entire campaign having to be redone from the beginning which is both frustrating and repetitive just like in Dark Souls (and screaming at the computer scene in utter frustration can occur). Another comparison to be noted between the two is where as the player collects souls in Dark Souls, in Knock Knock the player collects time. Each campaign though not timed until the much later levels is timed based. The player must collect time to reach the dawn of the day either by surviving the night hours by watching the slow moving clock or finding a "clock" which speds up time (found only by turning on lights and remembering). Running into the monsterous "guests" (some of whom will hunt the player down), let into the house through breaches of the dimensional fabric (which need to be closed or can be walked through) will lose the player time or their life. This whole game is one way, no level can be repeated, only the entire game once an ending is reached.

Like The Stanley Parable this game gives the player no real clue as to the "rules" of play, what the game is about, the purpose of the character and his task or why the player should even be playing. The narrative and storyline are told through the main character, known as The Lodger (though this is not mentioned in game) and later through diary pages. The Lodger's actual job is world-ology and logging the changes around him. Unfortunately, he is being kept awake at night, and part of his "job" is simply to keep the house. To do this he turns on the lights during early hours of the morning and remembers the room contents. This is not an easy task since the guests break lights and dimensional breaches occur.

The atmosphere of the game is like Amensia: The Dark Descent, yet another game where the player has no clue about what is going on or even how to play. As the player discovers each piece of the storyline this only ramps up the psychological anxiety and terror levels. Also the physical horror found of Amensia: The Dark Descent is just as mystifying and just as terrifying as those monsterous 'guests' found in Knock Knock. Though the nightmares of Knock Knock move slowly they are just as relentless in their pursuit and they talk to the player as they play hide and seek. Fortunately they are easier to keep track of. Running and hiding are always the preferred options, and playing hide and seek with them is an intrical part of the game.

Gameplay: In Knock Knock there are three distinct play areas: the house, the forest, and the "eye" house levels. I also suggest playing with a controller over a keyboard but the choice of course is yours. RT I do believe gives an overview of the house and its lay out. The house randomly changes size and layout and gets bigger the further into the game one progresses. This is a great way to find and keep track of certain "guests" since one can see them, almost. Also like Amnesia: The Dark Descent there is a "sanity" meter which comes into play during the timed levels. Once this meter shows up as a lightening bolt across the top of the screen, the player only has until it runs out to finish the rest of the game levels or the player get the super bad ending "GAME OVER" with no resolution and the character becoming quite insane.

During the house play area the goal is to find the clock and start it. This starts time which has stopped and the player needs time to move so the dawn will come. Once the clock starts the house door opens letting in "guests" and allowing the player to leave. The entire point of this level is to start the clock and leave the house. (Turning on lights is optional, I discovered. Lights on makes the character move faster but takes up much needed time during the later timed levels.) In the beginning I suggest taking the time to turn on the lights and remember the rooms contents. Remembering the room contents means one has a place to hide when one needs to. In the later timed levels start the clock and leave the house as quickly as possible. (I suggest not even turning on the lights just leave. Do not wait for the clock or dawn. Just leave and move on.)

The forest: There are four horizontal paths is the forest which can be stepped between vertically. Making it through the forest as fast as possible comes in handy during the late game time levels. Only during these particular timed levels will stationary "guests" show up. Do not touch them for they steal much needed time. Also in the forest the player will find the girl, who possesses reality fragments. (Ignore during the timed levels.) Approaching the girl is tricky business, the player needs to be directly opposite her and have the character facing her. Even then it is still tricky business. Reality fragments are needed for the "Good" ending, the more the better. There are a total of 8. Each forest level yields only 1 reality fragment from the girl.

The "eye" house: Utter frustration, especially during the timed levels and will make or break getting the "Bad" ending. The eye on the map is the house where one encounters breaches and monsterous "guests". Late in the game one also encounters the "weeping one" which gives diary pages and/or steals time. When playing the timed levels for the "Bad" ending I suggest ignoring the "weeping one". The house on this level gets bigger and bigger with more rooms and a harder path to follow to the front door. This is the place where the game of hide and seek is played in earnest so turning on lights and remembering gives the player places to hide as the clock ticks toward dawn. One can not leave this house until dawn when the clock is full of time.

In this "eye" house is where the dimensional breaches occur letting in the "guests". Try to get to a breach before it opens if possible. Closing a breach costs time, but does not allow even more "guests" in. There are moving guests who hunt the player down, and stationary guests who steal time and throw one out of the room if one turns the light on if they are in the room. Running into one also steals time. The player can also go through a breach into endless halls (I found three different ones). According to one guide 2 reality fragments can be found in these breaches per "eye" house level.

Basically this game must be played twice, once for the "Good" ending which I suggest doing first since it will take all the player's skill and understanding of how the game works to make it through the timed levels to get to the "Bad" ending.

I recommend this game to those that want a challenging "horror" game (I would call this Horror-Lite) that has no blood, guts, torture or screaming. Hope one can play Hide and Seek well.
Hjælpsom? Ja Nej Sjov
Kourgette
( 5.3 timer bogført )
Indsendt: 1. maj
So I'm going to recommend this game because I think it has great potential, but It confused the hell out of me.

First thing you need to know: if you struggle to open a door, you have to keep pressing the action button even when the animation is over. It took me a while to realize that and I spent my first nights locked in my bedroom, puzzled out of my mind.

[POTENTIAL SPOILERS AHEAD] Basically, the goal of the game is to survive throught every night, filled with nightmares and monsters. If a monster touches you, time goes backward and you go back in time. The night is over when the clock does a 12h turn. You are a guy who is obsessed with hide and seek, you hear voices and you seem to be sure of the fact that if you imagine something strongly enough, it will appear in real life.... And sure enough, things do appear in your house, even if it's probably just in your head.
There are no concrete objectives, appart from finding the lost diary that your dad gave you a long time ago. (He apparently told you that when you'd run out of pages to write on, you would die. Either it really is some kind of magical diary, either your dad is an as*hole.) You will regularly find pages that will help you understand the background story.

Anyway, I couldn't finish the game, because at some point and no matter what I tried, I died everytime I took a step outside the house. If that happens to you, you have to start the game all over from scratch, which sucks.

The atmosphere was nonetheless awesome and creepy, which is why I think you should try it out! Maybe you'll understand the game more than I did ^^
Hjælpsom? Ja Nej Sjov
maderingo
( 2.9 timer bogført )
Indsendt: 24. april
Okay yes I would recommend this game because I did find it VERY visually appealing and fun. BUT it was VERY confusing. I wish this game would have outlined objectives, or even just hints of what to do. I was so unsure of what I was doing that when I 'kind of' figured it out, it was too late. This game is not for everyone, I didn't finish it I was so frustrated.
Hjælpsom? Ja Nej Sjov
haskie_on_deck
( 0.6 timer bogført )
Indsendt: 24. april
Knock-knock is a lot like Fran Bow, so if you liked that game then this should entertain you a bit. It's not exactly hard, but it is sort of repetitive. However, it gets harder the further you go, but there is a point where you will have to do everything all over if you fail. It isn't a bad game to play, I got addicted for a minute because I wanted to beat it so bad! Love the design and the controls are simple. The plot is just there, which isn't bad, but unlike Fran Bow, you don't have some mystery to solve or a good explanation as to why everything is happening. Still fun though, and really creepy!
Hjælpsom? Ja Nej Sjov
James
( 0.1 timer bogført )
Indsendt: 17. april
Creepy. 8/15
Hjælpsom? Ja Nej Sjov
steve.fagan
( 8.1 timer bogført )
Indsendt: 8. april
Interesting game to play, can be very scary during the nightmare levels of the game, the stress you get by trying to finish the levels and not run into monsters before you go insane adds to the tension, if you keep screwing up like i did, you end up looking like the main character in real life lol, worth buying.
Hjælpsom? Ja Nej Sjov
24480 minutes
( 3.5 timer bogført )
Indsendt: 30. marts
best light bulb repairing simulator tbh
Hjælpsom? Ja Nej Sjov
BluePaw 🐾
( 7.5 timer bogført )
Indsendt: 29. marts
So I got one major issue with this game: When you get to the point the giant demon appears and the white line is gone before you finishe the game, you'll be in game over forever in that playthrough and have to start over from the beginning. Prefer if it went back to the start of the demon showing up...

Beyond that, it's a good game to play in the dark (best experience too). There seems to be some sort of mystery of what's happening to the guy, but I haven't beaten the game yet to find out.

The concept of Hide and Seek is interesting though in this game. There are certain rules to follow and you are often given forshadowing signs of what to do. Once you understand it'll be a breeze.

Controls are simple and basic. I had issues with video quaility at first, but after messing with settings I got it to work properly. (If I couldn't get it fixed on my end I would've requested a refeund as the quality I was getting was bothering me and ruining the immersion).

Eventually the gameplay does get tedious with nothing new to add or offer after awhile. The difficult shifts constantly though: may get lucky in one level but be stuck in another for several attempts.

I have no other issues with this game. I would get this on sale though, but up to you on that.
Hjælpsom? Ja Nej Sjov
Wirdjos
( 11.2 timer bogført )
Indsendt: 18. marts
Knock-knock is not a game that works towards any sense of clarity. Sure the basic controls are outlined, but past that, the greater set of rules by which the game functions are left for the player to guess at. And with only suspicions to rely on, the player is forced into a sort of paranoia, their behavior being defined by the fear of what may happen if they don't act on their suspicions. The story operates in the same way. There's no certainty. Any piece of information could be the result of an insomnia-addled mind, as the protagonist himself points out. Nothing can be trusted and the threads that would connect the hints that are given, however unreliable, are notably absent. But then, explanations must be brief as blank space is precious. The result is vagueness; full of potential, but ultimately unresolved.
Hjælpsom? Ja Nej Sjov
Batshiz
( 2.5 timer bogført )
Indsendt: 14. marts
This is a fun little horror game, with some unfortunate drawbacks.

One of the major issues I had with this game was the pacing of some of the sequences. Basically, the game is played in two rounds - the 'dream' round in which you explore the house and avoid monsters, and the 'dawn' round, where you explore the woods and try to find your way back home. Both rounds are very rich in story and atmosphere, which makes them fun to play, but the 'dawn' sections have a problem - your house does not always appear in the same place you found it the first time. There are good reasons not to enter the house immediately and take the time to explore the forest more, but doing so often leaves you stuck in a loop, constantly just walking around waiting for your house to reappear. This takes away from the frantic action of the 'dream' sections.

There are also some frustrating moments in the 'dream' section of the game. There are times when monsters spawn directly on top of your character, or else extremely close by, which of course makes them impossible to avoid. There are also times when, on the way to complete an objective, the game will lock you out of the adjoining room by turning it into a trap room. You can unlock the room, but doing so puts you in an endless corridor where there is a high chance of having to restart the level. Finally, there's no guarantee that hiding will save you from the monsters - there seems to be a high chance of them finding you regardless of where you choose to hide (although perhaps this is the game's way of telling you that some places are better for hiding than others).

None of these problems are game-breaking, however, and even with these frustrating moments Knock Knock is a really fun, scary game to play. The scares are actually really scary, but you quickly pick up on ways to avoid them so the game becomes more than a jump-scare generator. The player character is very relatable, and you quickly become immersed in their story. You can use different playstyles to complete the game, and there are plenty of collectables to keep replayability an option.

One last thing - it's very important that you keep the sound on. You'll see why.
Hjælpsom? Ja Nej Sjov
rjazz2
( 3.6 timer bogført )
Indsendt: 12. marts
Superbly spooky. I just love the sounds of this game. Also, I put red wigs on every wall clock I see because I can't un-see that now.
Hjælpsom? Ja Nej Sjov
C1over
( 4.6 timer bogført )
Indsendt: 1. marts
Not really that scary but i like the art style and gameplay
Hjælpsom? Ja Nej Sjov
lab23
( 7.0 timer bogført )
Indsendt: 11. februar
I don’t know if I should recommend this to anyone as it requires quite a special mindset to be appreciated - one that I don’t think most players have.

But first of, if you’re interested in Ice-Pick Lodge this is a mandatory play. It reeks of that heavy handed, depressing style of the studio that is trademarked Russia as much as Fjodor Dostojevskij ever was.

You won’t be told the rules of the game, you will have to invest serious time to complete it in the ”right” way, and in the end there’s a chance that all you will take away from it will be a sense of despair.
It’s also highly experimental, narratively confusing and without the usual rewards.
But that is perhaps just what you were looking for.

So again, not recommended as an impulse buy - but knowing what you are getting into and is accepting of that, you will probably find it to be a future favorite in your weird steam library.
Hjælpsom? Ja Nej Sjov
The Scout
( 7.1 timer bogført )
Indsendt: 2. februar
its great. And is challenging. if you like a good challenge this game is for you.
Hjælpsom? Ja Nej Sjov
I Feel Pretty
( 4.2 timer bogført )
Indsendt: 1. februar
No guns = No funs
Hjælpsom? Ja Nej Sjov
Flutterbutt
( 0.7 timer bogført )
Indsendt: 30. januar
An eerily unique experience. The slight ambiance it provides gives it a more realistic experience, making finding spirits all the more terrifying. I could connect with the Lodger, and I felt very bad every time I watch him suffer. But it's okay. I pulled him out of the game and I am caring for him. He is my son. My son.

Wait, who is that speaki-

AAAAA IT'S MY EVIL TWIN

*leaves*

*comes back*

AAAAA IT'S MY EVIL TWIN
Hjælpsom? Ja Nej Sjov
Papa Smurf
( 0.3 timer bogført )
Indsendt: 30. januar
If you ever decide to play this,be like "I aint 'fraid of no ghost" thats what I did,worked perfectly,also if you see a ghost,walk right up to it,show it your not scared,most of the time,they dissapear.
Hjælpsom? Ja Nej Sjov
Thomas
( 0.9 timer bogført )
Indsendt: 11. januar
I can barely play it for 5 minutes
Hjælpsom? Ja Nej Sjov
n00ve
( 9.7 timer bogført )
Indsendt: 7. januar
Wow hmm... There is already many good reviews that explains this absurd game. But I feel like I want to join in and write something as well.

I do recommend this game, but not to everyone.. There is a lot going on in this game that you will not understand, maybe never understand. I started playing, and ended up with the worst ending! I was puzzled and really didn't expect that, I thought I had played it correctly, but apparently not! The game doesn't give any hints/clues or explanation to how to play or to what is actually going on, you need to figure out that your self. There is as others have mentioned a lot of repetitive movements around in the house, like walking from room to room and switch on the light. You will do this most of the time, but during this, I felt very much confused and stressed. You don't know if something will happen in the next room or where you should go to feel safe and secure. I easily emphasized the poor guy, the nights are really a nightmare!

You can definitely replay it depending on the outcome of your first play-through. I had to play it immediately after my first, since I needed to see if I could do something different or understand the game better. The outcome got a little better the second time. But I'm going to play it again sometime to get the best ending!

Try it if you want a little horror game that is different and absurd and you don't mind repetitive gameplay!
Hjælpsom? Ja Nej Sjov
Burn
( 13.4 timer bogført )
Indsendt: 5. januar
The uncertainty of not knowing the game rules that creates the unnerving playthrough of this game is one of the main mechanics that makes this game fun to play. This game isn't about it telling you that it's a game. It's about you finding why it's a game. If you enjoy games that deviate from mainstream games, then you would be doing yourself a favor by picking this up. http://steamcommunity.com/sharedfiles/filedetails/?id=591740207 http://steamcommunity.com/sharedfiles/filedetails/?id=591735215 Unlocked all achievements!
Hjælpsom? Ja Nej Sjov
Mest hjælpsomme anmeldelser  I de sidste 30 dage
5 af 5 brugere (100%) fandt denne anmeldelse brugbar
Anbefalet
21.0 timer bogført
Indsendt: 2. maj
Knock Knock is Dark Souls meets The Stanley Parable which plays hide and seek with Amensia: The Dark Descent. According to the game one should play at night in the dark, alone (and most likely with headphones on).

The biggest Steam complaints I found in the reviews was this game was repetitive and frustrating. What RPG game, for example, Dark Souls, is not repetitive and frustrating, and just because Knock Knock has no blood splatter and gut spillage that does not mean one does not die. Which happens more often then one is lead to believe. (When one dies, it is done without fanfare.) This of course leads to the entire campaign having to be redone from the beginning which is both frustrating and repetitive just like in Dark Souls (and screaming at the computer scene in utter frustration can occur). Another comparison to be noted between the two is where as the player collects souls in Dark Souls, in Knock Knock the player collects time. Each campaign though not timed until the much later levels is timed based. The player must collect time to reach the dawn of the day either by surviving the night hours by watching the slow moving clock or finding a "clock" which speds up time (found only by turning on lights and remembering). Running into the monsterous "guests" (some of whom will hunt the player down), let into the house through breaches of the dimensional fabric (which need to be closed or can be walked through) will lose the player time or their life. This whole game is one way, no level can be repeated, only the entire game once an ending is reached.

Like The Stanley Parable this game gives the player no real clue as to the "rules" of play, what the game is about, the purpose of the character and his task or why the player should even be playing. The narrative and storyline are told through the main character, known as The Lodger (though this is not mentioned in game) and later through diary pages. The Lodger's actual job is world-ology and logging the changes around him. Unfortunately, he is being kept awake at night, and part of his "job" is simply to keep the house. To do this he turns on the lights during early hours of the morning and remembers the room contents. This is not an easy task since the guests break lights and dimensional breaches occur.

The atmosphere of the game is like Amensia: The Dark Descent, yet another game where the player has no clue about what is going on or even how to play. As the player discovers each piece of the storyline this only ramps up the psychological anxiety and terror levels. Also the physical horror found of Amensia: The Dark Descent is just as mystifying and just as terrifying as those monsterous 'guests' found in Knock Knock. Though the nightmares of Knock Knock move slowly they are just as relentless in their pursuit and they talk to the player as they play hide and seek. Fortunately they are easier to keep track of. Running and hiding are always the preferred options, and playing hide and seek with them is an intrical part of the game.

Gameplay: In Knock Knock there are three distinct play areas: the house, the forest, and the "eye" house levels. I also suggest playing with a controller over a keyboard but the choice of course is yours. RT I do believe gives an overview of the house and its lay out. The house randomly changes size and layout and gets bigger the further into the game one progresses. This is a great way to find and keep track of certain "guests" since one can see them, almost. Also like Amnesia: The Dark Descent there is a "sanity" meter which comes into play during the timed levels. Once this meter shows up as a lightening bolt across the top of the screen, the player only has until it runs out to finish the rest of the game levels or the player get the super bad ending "GAME OVER" with no resolution and the character becoming quite insane.

During the house play area the goal is to find the clock and start it. This starts time which has stopped and the player needs time to move so the dawn will come. Once the clock starts the house door opens letting in "guests" and allowing the player to leave. The entire point of this level is to start the clock and leave the house. (Turning on lights is optional, I discovered. Lights on makes the character move faster but takes up much needed time during the later timed levels.) In the beginning I suggest taking the time to turn on the lights and remember the rooms contents. Remembering the room contents means one has a place to hide when one needs to. In the later timed levels start the clock and leave the house as quickly as possible. (I suggest not even turning on the lights just leave. Do not wait for the clock or dawn. Just leave and move on.)

The forest: There are four horizontal paths is the forest which can be stepped between vertically. Making it through the forest as fast as possible comes in handy during the late game time levels. Only during these particular timed levels will stationary "guests" show up. Do not touch them for they steal much needed time. Also in the forest the player will find the girl, who possesses reality fragments. (Ignore during the timed levels.) Approaching the girl is tricky business, the player needs to be directly opposite her and have the character facing her. Even then it is still tricky business. Reality fragments are needed for the "Good" ending, the more the better. There are a total of 8. Each forest level yields only 1 reality fragment from the girl.

The "eye" house: Utter frustration, especially during the timed levels and will make or break getting the "Bad" ending. The eye on the map is the house where one encounters breaches and monsterous "guests". Late in the game one also encounters the "weeping one" which gives diary pages and/or steals time. When playing the timed levels for the "Bad" ending I suggest ignoring the "weeping one". The house on this level gets bigger and bigger with more rooms and a harder path to follow to the front door. This is the place where the game of hide and seek is played in earnest so turning on lights and remembering gives the player places to hide as the clock ticks toward dawn. One can not leave this house until dawn when the clock is full of time.

In this "eye" house is where the dimensional breaches occur letting in the "guests". Try to get to a breach before it opens if possible. Closing a breach costs time, but does not allow even more "guests" in. There are moving guests who hunt the player down, and stationary guests who steal time and throw one out of the room if one turns the light on if they are in the room. Running into one also steals time. The player can also go through a breach into endless halls (I found three different ones). According to one guide 2 reality fragments can be found in these breaches per "eye" house level.

Basically this game must be played twice, once for the "Good" ending which I suggest doing first since it will take all the player's skill and understanding of how the game works to make it through the timed levels to get to the "Bad" ending.

I recommend this game to those that want a challenging "horror" game (I would call this Horror-Lite) that has no blood, guts, torture or screaming. Hope one can play Hide and Seek well.
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
Anbefalet
2.9 timer bogført
Indsendt: 24. april
Okay yes I would recommend this game because I did find it VERY visually appealing and fun. BUT it was VERY confusing. I wish this game would have outlined objectives, or even just hints of what to do. I was so unsure of what I was doing that when I 'kind of' figured it out, it was too late. This game is not for everyone, I didn't finish it I was so frustrated.
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Mest hjælpsomme anmeldelser  I de sidste 90 dage
6 af 7 brugere (86%) fandt denne anmeldelse brugbar
4 personer fandt denne anmeldelse sjov
Anbefalet
3.5 timer bogført
Indsendt: 30. marts
best light bulb repairing simulator tbh
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5 af 6 brugere (83%) fandt denne anmeldelse brugbar
Anbefalet
7.5 timer bogført
Indsendt: 29. marts
So I got one major issue with this game: When you get to the point the giant demon appears and the white line is gone before you finishe the game, you'll be in game over forever in that playthrough and have to start over from the beginning. Prefer if it went back to the start of the demon showing up...

Beyond that, it's a good game to play in the dark (best experience too). There seems to be some sort of mystery of what's happening to the guy, but I haven't beaten the game yet to find out.

The concept of Hide and Seek is interesting though in this game. There are certain rules to follow and you are often given forshadowing signs of what to do. Once you understand it'll be a breeze.

Controls are simple and basic. I had issues with video quaility at first, but after messing with settings I got it to work properly. (If I couldn't get it fixed on my end I would've requested a refeund as the quality I was getting was bothering me and ruining the immersion).

Eventually the gameplay does get tedious with nothing new to add or offer after awhile. The difficult shifts constantly though: may get lucky in one level but be stuck in another for several attempts.

I have no other issues with this game. I would get this on sale though, but up to you on that.
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7.0 timer bogført
Indsendt: 11. februar
I don’t know if I should recommend this to anyone as it requires quite a special mindset to be appreciated - one that I don’t think most players have.

But first of, if you’re interested in Ice-Pick Lodge this is a mandatory play. It reeks of that heavy handed, depressing style of the studio that is trademarked Russia as much as Fjodor Dostojevskij ever was.

You won’t be told the rules of the game, you will have to invest serious time to complete it in the ”right” way, and in the end there’s a chance that all you will take away from it will be a sense of despair.
It’s also highly experimental, narratively confusing and without the usual rewards.
But that is perhaps just what you were looking for.

So again, not recommended as an impulse buy - but knowing what you are getting into and is accepting of that, you will probably find it to be a future favorite in your weird steam library.
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11.2 timer bogført
Indsendt: 18. marts
Knock-knock is not a game that works towards any sense of clarity. Sure the basic controls are outlined, but past that, the greater set of rules by which the game functions are left for the player to guess at. And with only suspicions to rely on, the player is forced into a sort of paranoia, their behavior being defined by the fear of what may happen if they don't act on their suspicions. The story operates in the same way. There's no certainty. Any piece of information could be the result of an insomnia-addled mind, as the protagonist himself points out. Nothing can be trusted and the threads that would connect the hints that are given, however unreliable, are notably absent. But then, explanations must be brief as blank space is precious. The result is vagueness; full of potential, but ultimately unresolved.
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13.4 timer bogført
Indsendt: 5. januar
The uncertainty of not knowing the game rules that creates the unnerving playthrough of this game is one of the main mechanics that makes this game fun to play. This game isn't about it telling you that it's a game. It's about you finding why it's a game. If you enjoy games that deviate from mainstream games, then you would be doing yourself a favor by picking this up. http://steamcommunity.com/sharedfiles/filedetails/?id=591740207 http://steamcommunity.com/sharedfiles/filedetails/?id=591735215 Unlocked all achievements!
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3.6 timer bogført
Indsendt: 21. november 2015
Don't look at the metacritic reviews.

It's hard to explain this minimalist game, but it definately has something about it. A very special experience that completely justifies the whole mystery surrounding it. Don't read anything about this game. Simply get it and play it if you're into subtle creepy games, if you're into urban legends, creepypasta - this is a lot like it, but on a superior level of quality and attention.

I advise getting the game here: https://www.humblebundle.com/store/p/knockknock_storefront - This version contains not just the PC/MAC/Linus versions (that you may activate on Steam) but also an Android version. I tested it on 2 Android devices and it works really well. Also, it includes a standalone install client (no Steam).
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9.9 timer bogført
Indsendt: 30. december 2015
This game is not for everybody. I did enjoy it at first but it will turn into a walking simulator very fast. You will mostly do the two things: Walk and repairing bulbs. The plot is hard to gasp and very encrypted. You need to interpret and make up your own theory to understand what this game is all about.

The main focus of this game lies in the art department and the random events.
The art style looks nice and boost up the creepy atmosphere.
To be dependent on the odds of the random events in this game is a bad design choice imo.
If you are very unlucky, you will mostly lose in this game no matter what.

Another bad gamedesign choice is on the late run where the game introduces a timelimit.
You need to complete the game fast before it runs out or you have to play the WHOLE game again!

With that said, I do not recommend this game but if you like that sort of stuff and punishment,
feel free to buy it.
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Indsendt: 18. december 2015
If you're looking for a story with a beginning, a middle, and an end, it isn't here. Instead, it's a hearty chunk of middle with allusions to a beginning and suggestions that it might end. It's definitely an experience game, and if you go in expecting anything else, you'll be disappointed. The thing is, it's a damn' fine experience game.

The primary complaint about Knock-Knock is that there isn't enough explanation as to what's going on. Personally, I found that to be the most interesting part of the experience. The game plays like a simulator of severe OCD, with the Lodger slavishly serving rules that make sense only to his magical thinking to keep monsters at bay. Rather than lay down absolutes on whether there's something supernatural going on or if the Lodger's paranoid delusions are worsening, the waters are further muddied by each revelation we get. By playing strange games, has the Lodger invoked dark spirits, or has he simply convinced himself they're there? Are the abstract and frightening "reality fragments" the true shape of a changed world, or a chemical stew eating away at the Lodger's brain? Are the diary pages a revelation of past events, or a story the Lodger wrote and forgot about? We're never 100% sure, and to me, that's true fear--the constant questioning of reality with no answer to be found, and how easily our perception can be warped into believing our own nightmares.

Knock-Knock is short, it's true, but I've never found that to be a bad thing in a game. Games used to be long because they were routinely $60 and people wanted to feel like that investment was well-spent, and they were often falsely extended with difficulty or bloated with filler because of it. Indie gaming has allowed for a full experience in a few hours for less money, and with less time to play as an adult than as a kid, I'm over the moon about that. If that IS a moon up there...

tl;dr: If you go in expecting a grand mystery to explore every detail of, you'll be disappointed. If you go in expecting to explore the claustrophobic paranoia of one man and his skewed perceptions, and maybe to question your own reality, you're in for a good time.

ONE CAVEAT: The other primary complaint about Knock-Knock is that it's next to impossible to get an actual ending on the first time through without a guide, and this is completely valid. You'll most likely end up with an abridged "Game Over" and the "Continue" option doesn't put you back far enough to fix it. Ice Pick Lodge, for the love of God, PLEASE put a checkpoint in before the last levels. This is a fixable design flaw! Until it is fixed, though, know that if you see the bright crack at the top of the screen in the last levels run out, it's time to exit the game and restart--if it runs out and you finish, you won't get a real ending. As much as the endings aren't the point, it's a pain in the ♥♥♥, so keep an eye on that bar.
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0.7 timer bogført
Indsendt: 30. januar
An eerily unique experience. The slight ambiance it provides gives it a more realistic experience, making finding spirits all the more terrifying. I could connect with the Lodger, and I felt very bad every time I watch him suffer. But it's okay. I pulled him out of the game and I am caring for him. He is my son. My son.

Wait, who is that speaki-

AAAAA IT'S MY EVIL TWIN

*leaves*

*comes back*

AAAAA IT'S MY EVIL TWIN
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7.1 timer bogført
Indsendt: 2. februar
its great. And is challenging. if you like a good challenge this game is for you.
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Indsendt: 4. december 2013
Knock-Knock is the proof that video games really can be an art. It is a very deep and complicated game. It is not a horror nor a puzzle game, and critics who blame the game for not being scary or something like that have completely missed the point. Knock-Knock doesn't just tell you a story, it plays with your mind and asks YOU the questions.
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Indsendt: 21. oktober 2014
This entire game takes place in one night(watch the clock when you have the lantern) in spasms of sleep walking and brief bad dreams. I loved it, but it made me angry, and I am sure it'll make you angry, too.

My girlfriend and I played this together, off and on for three days, trying to get the "good ending." Two things: One, it deliberately obfuscates its own systems. As in, learning the rules and dying in the process is part of the game. Two, it is about general tension and anxiety-- the atmosphere of absolute ick, not shock scares but pervasive questions about what you accept as real. It is a strangely gross-feeling game that manages to put you in a completely agitated state. Not terrified, not disgusted, not creeped out. Just agitated. To the extreme. You know, like an insomniac. Which is the point of the game. That skin-crawly, nothing-is-quite-right feeling. A world out of place.

-IF- that kind of tension and weirdness appeals, and you think it might be a cool experience to live through/conquer/think about, this is an excellent game. But I also get the feeling it'll ♥♥♥♥ a lot of people off. Whether you'd like it or not, worth experiencing.
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6.6 timer bogført
Indsendt: 6. juni 2014
After playing for some hours I may be somewhat stuck in Knock Knock. The game is not clear on what you must do or how you must do it. It's okay, many games do this and it's nice for us to discover on our own (Dark Souls). However I reached one of the last levels and it seems that if you do not proceed to the next level/room/dream/nightmare whatever you want to call it, you may be getting a "Game Over" screen the next time you will try to advance to the next level just like you normally would do.

Knock Knock have a very creepy and depressive atmosphere. Seems to be a great game to play in the upcoming Halloween. You will always feel that you are surrounded by someone or something, yet, you feel alone at the same time.

Now this is very clever: There are things that really help to create a tense mood in the game with such basic gameplay elements. Let's say something is approaching you. You hide but you are still visible. It's okay, because it does not matter if they can see you since it's you that can't see them, because, if you see them/it then it means they are real and if you believe they are real, then you must be hallucinating meaning you are losing it.

The game have more than one way to end, or to not end at all, in fact. Depending on some actions across the game, when you proceed further a larger enemy may be something for you and a very different one for me.

Immersion tip: In this game the sound of doors opening and closing are quite regular. If you have a sound system with a Subwoofer, placing the Sub below your desk near one of the corners gives you a much more real feeling that something or someone is really knocking a door in your house. This adds to the atmosphere giving you a more intensifying experience especially when everything is silenced and then "BAM!", someone shuts a door, and you feel the vibration.

In my opinion you don't get those jump scares we sometimes see (faked or not) on Youtube videos from games like Amnesia. In this game instead of "AAAH, Oh my God & Buddha, that is scary!!!" I got something more of: "That is creepy... go away, please, I don't want to look :( Just... leave me alone... :( " and that, is really rare in a game.
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6.8 timer bogført
Indsendt: 5. januar 2014
I can recommend this game only to those who are not afraid of experiments: few gameplay, lots of reflection and, perhaps, a pinch of horror.
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8.8 timer bogført
Indsendt: 26. november 2013
http://youtu.be/tT9d98vp-l4


To conclude, Knock Knock is certainly a very different type of slow methodical game that relies on its solitary experience, the unexpected and its simplicity to ram home its point - which it does with an unabashed aplomb. And to think that fixing light bulbs in a game could be considered interesting is well proven here and it's this factor which makes the game a joy to play - even if you don't "get it" right away. For the asking price, the entertainment value is well worth it and a must play game if you like unconventional gems such as this one.

Score 8.5/10 - Review by Robert Cram
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22.9 timer bogført
Indsendt: 14. oktober 2013
Knock-Knock is a little rumination about what is more dire, demons from within or from the outside? In this game you must figure out all by yourself how to play it to revel in its entirety. There are general rules told imperceptibly but each one of them has sides it takes time and retries to grasp. Knock-Knock is frustrating, hard and irritating at times, but it remains captivatingly horrifying all through the end. Lend it your ears, pay attention and believe in what you see or decide not to — control the outcome with the help of your senses.

With ingenious intended glitches like those from Anodyne, beautifully drawn visual style similar to Don't Starve's and cunning survival horror mechanics which really do improve the genre. Knock-Knock, despite not being the same game it was intended originally, is still a "phenomenon" which you absolutely should observe.
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3.1 timer bogført
Indsendt: 6. juli 2015
Knock-knock is a deeply unnerving game that manages to succeed at what it sets out to do.

From the start you get to meet the charming Lodger as he briefly teaches you just how things are in his home. From there it's up to you to figure out the rest. You have six days and nights to adjust and learn, and then from there the game really begins. The time limit is pretty strict, so if you haven't figured out what you're doing by then, don't expect to survive. I barely managed on my first time with just a teensy bit of time left. Overall that stress of time and all the things out and inside your home coming after you is something that sticks with you for quite a while. Though the game does begin dull, once things speed up it truly feels like a game and all those horrifying things out there become all the more horrifying. I'd rather not say much since there are some great ideas in place and it's better to experience them for yourself than not. That's what the first six nights are for after all, just experimenting and figuring out the most effecient way of doing things.

There are flaws though, this game is heavy on RNG. Though skill can help you through most of what you're trying to accomplish, exploring the forest on a time limit is a bit much since there's no easy way to find your way home again rather than just go forwards and hope for the best. There's no guarentee that you'll figure out just what you're supposed to be doing out there without a hint or two either, though thankfully there are enough hints to make people explore the forest at least once or twice early on. Even worse, once you enter the night phases, enemies can and will spawn near you and remain there for long periods, often trapping you in a corner. Or worse, a roaming enemy will follow with it. Touching a solitary enemy is a minor time loss while touching a roamer will set you back a massive amount, but even a minor time loss is a lot here. The game's pretty well designed however and you figure out just what you should be doing before long, though there's little room for error so a few hints are always welcome.

So yeah, Knock-knock surprises though you need to give it a bit of time to shine and be patient through the less enjoyable segments. Not recommended for those who are effected by surrealistic imagry as half of this game's horror is based on that with the other half being existence and dementia based. If you think you can take it, pick it up.
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3.5 timer bogført
Indsendt: 1. oktober 2015
Any game that claims to not be a game is throwing up a pretty big red flag right there. Knock-knock does that in the opening splash screen, and if anyone besides Ice-pick Lodge made it, I probably would have taken a pass on it. But the creators of Pathologic and The Void know what they're doing on that front, and the result is an intriguing little journey that definitely has its moments.

You take on the role of the Lodger, a wired little fellow that looks like Calvin ditched Hobbes and took up meth. Something odd is afoot in his isolated home in the woods, and if I get any more specific than that I'm bound to spoil something. Much like all of Ice-pick's games, the actual game is figuring out the rules of the game. You can turn lights in the house on and off, hide behind furniture, force open doors, and advance time with a strangely narcissistic clock. Ostensibly your goal is to survive until morning, but the house and its... inhabitants are randomized every other day, and on the other days you spend a chunk of it in the woods. Even the goals themselves get muddled as you progress, and the game is not afraid of throwing entirely new mechanics at you a few hours in.

Once you understand the pattern to the game, it can admittedly get pretty repetitive. New challenges are introduced the further into the game you get, but the core gameplay of lighting up rooms and wandering the woods does not change. One thing it does do well is introduce new threats over time, and some of them are absolutely terrifying despite the almost cartoony presentation. Information on the story comes from many different places, including the Lodger's diary, notes between days, and the Lodger himself, who talks in a charming nonsense Sims language. Most of the way through the game I'm still unclear on much of the rules and plot, but I admit it's fulfilled its original promise of "interactive meditation" and kept my attention. Definitely worth a look if you are at all curious, but be prepared for the mystery and horror to carry some rather bland gameplay.
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