- February 24, 2022
- Gestmorph Games
I NEED A NAME
Platforms
About
I NEED A NAME is a homage to classic RPG Maker horror games where your name will make an impact on the events you encounter as you travel through the abstract environment you have escaped to.







- The game features unique visuals and an interesting aesthetic that enhances the horror experience.
- Puzzles are generally enjoyable and varied, providing a good challenge without being overly complex.
- The game successfully creates a sense of unease and tension through its atmosphere and enemy mechanics.
- The navigation and controls are frustrating, making it difficult to explore and solve puzzles effectively.
- Puzzles often feel arbitrary and poorly designed, leading to confusion rather than satisfaction.
- The horror elements rely too heavily on jump scares and lack a deeper, more engaging narrative.
story
14 mentions Positive Neutral NegativeThe game's story is described as fragmented and abstract, requiring players to piece together narrative elements from scattered notes, dialogue, and hidden rooms, which can lead to confusion and frustration. While some players appreciate the mystery and the challenge of unraveling the story, others criticize the design for making it necessary to engage with external elements, like audio recordings, to fully understand the plot. Overall, the potential of the story is acknowledged, but its execution leaves many feeling that it lacks clarity and coherence.
“No cheesy faces or retro clichés, just hell in a broken CRT TV. The combination of unrecognizable shapes, distorted broken noises, and weird secrets I can't wait to unravel, as well as the hints of a disturbing story underneath the surface, all make this an excellent experience.”
“True to the nature of such an abstract game, the bits of story that there are must be pieced together by note fragments scattered throughout the game, pieces of dialogue and other text, plus the secret rooms that are hidden in out-of-the-way places.”
“I won't spoil what the story pieces are, since part of the fun of this kind of game is trying to piece the story together, and I also want to avoid biasing other people's interpretations; plus I'm curious to see what others come up with.”
“If you build up the expectation that anywhere there isn't light you cannot tread, well ... 'get fucked idiot', because you just missed the first reversed audio recording ruining the story/horror because it will be incomplete in the end, but it's justified because it's a 'mystery' you need to 'solve' ... just like the 'puzzles'.”
“I should not have to 'guess' how to solve a puzzle to play the game, and I should not have to reverse an audio recording (???) to understand the game's story.”
“Working to understand the story outside of the game is bad design.”