Silent Hill: The Church by Reidolol
You are Adrian. Woke up in an empty room with no memory, only ve a mirror in your room. Being that is actually in the safest room. Discover the mystery of the creepy corner of the town of Silent Hill. But you will not be alone.
Do not bad review. I worked hardly on this. Comment if you found a bug.
Do not bad review. I worked hardly on this. Comment if you found a bug.
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SonoFelice
07 Apr 2016
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ShellFire
01 Feb 2014
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infinentvariables
03 Jan 2014
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infinentvariables
03 Jan 2014
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infinentvariables
02 Jan 2014
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infinentvariables
02 Jan 2014
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Reidolol
19 Dec 2013
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Siddi
19 Dec 2013
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Reidolol
19 Dec 2013
Comment
Siddi
18 Dec 2013
I enter a room and the room description says, "The windows show a dim light," but commands like "examine windows" produce a message that I cannot see them. You need to implement things of the room description as scenery objects. It is essential to keep the world coherent. Not only the windows, also things like the double outlet, the staircase, etc.
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Reidolol
18 Dec 2013
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Reidolol
18 Dec 2013
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Entropic Pen
18 Dec 2013
You don't need images, just text that can build imagery inside the player's head. Like if they read that the room is filled with mold and wallpaper that is peeling off the walls then they'll get the idea that the room they're in is run-down and gross.
If you need inspiration; get a notebook and pen, play or watch a walkthrough of a Silent Hill game and write a rough essay on what each individual room looks like with details from mildew on the ceiling or bloodstains on the walls, or splintered floorboards... and that's it! You've got material to build an environment in your game.
An example of me doing this was in "Welcome to Dream Valley"; the original layout was based on one my survival maps in Minecraft; a forest and swampland next to each other with a river between them and a grass fields.
If you need inspiration; get a notebook and pen, play or watch a walkthrough of a Silent Hill game and write a rough essay on what each individual room looks like with details from mildew on the ceiling or bloodstains on the walls, or splintered floorboards... and that's it! You've got material to build an environment in your game.
An example of me doing this was in "Welcome to Dream Valley"; the original layout was based on one my survival maps in Minecraft; a forest and swampland next to each other with a river between them and a grass fields.
Comment
Reidolol
18 Dec 2013
Comment
Entropic Pen
18 Dec 2013
Two other things you might want to fix is the lack of environmental detail; in many rooms there isn't a description or very little detail. One of the Omni-important parts to a text game is text; you need to buildup the environment by describing it to the player so that s/he can picture it in his/her head. Speaking out as someone who hasn't played a single Silent Hill game yet has heard about it's history; isn't the Silent Hill series famous for it's unsettling environments?
And then there's one of the biggest pet peeves anyone can have with any game horror or not; red text on a black background. RT/BB makes it hard to read for the visually impaired and is considered to be a bad cliché in anything from web pages to presentations. Other than that, there's nitpick-y details of grammar that can be fixed but I haven't had a problem with it... due to the lack of text (in a text game).
And then there's one of the biggest pet peeves anyone can have with any game horror or not; red text on a black background. RT/BB makes it hard to read for the visually impaired and is considered to be a bad cliché in anything from web pages to presentations. Other than that, there's nitpick-y details of grammar that can be fixed but I haven't had a problem with it... due to the lack of text (in a text game).
Comment
Reidolol
18 Dec 2013
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Siddi
18 Dec 2013
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Written by
Reidolol
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3578
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2627
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Quest 5.4
English
Published 17 Dec 2013
Updated 18 Dec 2013
IFDB listing
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