"A Nameless Inheritance is a survival horror game I’ve been working on for quite a while, the gameplay is heavily inspired by games like Flashback, Another World, 1213 and such, though also combining combat and puzzle solving elements from classic survival horror games of the PS1 era." — June 2, 2014
Noyb’s remarks: "The platforming is a functional enough implementation of the pure tile-based mechanics of the games listed above — with a focus on dramatic leaps, grabbing ledges, and lowering the player character safely down drops — though the controls feel more cumbersome than necessary. There are two separate buttons dedicated to jumping: one for standing vertical jumps and another for jumping across gaps. These two situations are simple enough for a computer to differentiate based on how the player character is currently moving. Separating them into two discrete inputs offloads that cognitive problem onto the player, increasing the game’s mechanical complexity. Interacting with objects while standing uses a separate key than picking up objects on the ground. Crouching also seems to arbitrarily disable your ability to talk with other characters or examine relevant background details.
"Weapon and item management imitates early Resident Evil games, asking the player to continually pause the game to dive into a menu and spend many keystrokes to equip weapons, reload guns, or select the obvious item to solve a puzzle.
"The level design likes placing ledges at the very edge of your vision and sometimes asks the player to drop down onto platforms sight unseen. Combined with frequent instant-kill drops, the cognitive difficulty of learning all those controls, an unforgiving treatment of jumps made near edges and sparse save points early on, I tended to feel more frustration than tension whenever I died.
"The scenario hits generic horror notes — friends exploring a cave, amnesia, humanoid monsters, tentacled beasts — but the writing and atmosphere didn’t elevate any character or scene beyond thinly-sketched cliches. I hope that the upcoming full version, which will tell a different story than the demo, finds a stronger voice."