- August 1, 2016
- CD Jones
Door To Door
Platforms
About
"Door to Door" is a narrative-driven adventure game where you play as Detective Bixby in the Lounge District of the Ministry of Order. Each case-file offers a different experience as you explore this retro-futuristic city inspired by "Brazil". Take your time to enjoy the vibrant setting, complete objectives and uncover the dark secret of the ministry at your own pace.









- The game features a visually stunning environment with a unique NoirPunk style and detailed world-building.
- It offers a meditative and atmospheric experience, enhanced by a great soundtrack reminiscent of Vangelis.
- The game is a labor of love from a single developer, showcasing a cohesive vision and creativity despite its limitations.
- The gameplay is primarily navigation-based with limited interaction, leading to a frustrating experience of getting lost.
- Dialogue is often muffled and dense, making it difficult to follow the story without subtitles, which are not available.
- The user interface is poorly designed, making it cumbersome to use and detracting from the overall experience.
story
20 mentions Positive Neutral NegativeThe story is delivered through dialogue and scattered lore, creating an atmospheric detective narrative set in a deserted district that builds paranoia but lacks clarity. Players may find the vague world-building and unclear objectives frustrating, as the game offers no way to revisit mission goals, leading to confusion and disinterest in the characters. While the unique blend of comedy and suspense-horror is noted, the overall execution leaves much to be desired, particularly in terms of engagement and coherence.
“Door to door is an atmospheric detective story that artfully combines metropolitan architecture and surreal soundscapes with a unique blend of comedy and suspense-horror all in one stunning sci-fi labyrinth...”
“Lore is scattered through the district by radio, info booth, and talk show, but the case storytelling is entirely dialogue.”
“The world-building is vague and the district is deserted, but in every room there's a reminder of the backstory (including portraits of the ex-ministry of order dictator), so paranoia builds.”
“The biggest problem, though, is the dialogue -- especially unfortunately, as the plot is built on it.”
“Some of the clues are unclear, so you will end up wandering around; this is especially difficult when you forget what exactly you're looking for, as the game has no quest information to refer back to.”
“Story-wise, I'm not very interested in the characters; the world is really weird and contains more than meets the eye, but I'm discouraged since mission 3 that I can't even recall the goal, because of the cons I mentioned above.”