Currently going through this list by @Erato_Heti because I am interested in what the users on this website have created and to find motivation for my own efforts while also getting my little itch game fix.

Turns out the first game I chose to play was made by @gomit and a couple other folks who all went together to my old school in the Video Game design class. Earth is the size of a wallnut it seems.

"A favor" is a narrative-driven horror walking sim that is worth checking out for its well executed tension, atmosphere and good pacing helped by its short playtime.
I liked "A favor" but I think there are two troubles one could experience, the obvious student project aura and the obvious narrative.
I personally couldn't care less about the former, like when there exists some jank here and there, a bit of a lack in a unique visual identity, but it should be adressed, because it could bog down the experience for some. The trajectory not matching up with the crosshair, some not so hidden short cuts in presentation or even the fucking bin only catching the trash when you aim slighty above it, are all endearing to me and part of the honesty in workmanship why I keep coming back to free itch games instead of cleaning out my huge backlog of games I've paid for or the ones I started with subscriptions services.

As for the story and primarily the Twist. The "He actually was that Tyler Durden dude the whole time!!"-moment.
The chef's kiss student project Gütesiegel, which reminded me of my own old classmate's approach towards the idea of interesting narrative writing. That conclusion should already be obvious to the player on the first or second in-game day.
In my own experience with the (what feels like it got used here) borderline misguided storytelling technique,
which feels like coming up with a mindfuck-ending first and then a tasteful enough framework around it, this actually got me kinda impressed with its strength in narrative-flow and the suspense build-up through its horror elements. (I am not posturing that you can't come up with an ending first. I merely wanna point out that the intention for a plot-twist often seems to be the focal one in these kinds of stories)

I fully want to echo that other review on here and say that despite having a predictable plot built on a honestly trite narrative trope, it still kinda pulls it off anyway. Kinda.

Kinda, cause fucke me, mental illness as a narrative device seems like a thing we should have left behind last decade.
Not only for it's reduction of real, difficult issues into a contextual reasoning for scary and weird shit happening in a story, but maybe just because it is too expected.
Just let that sink in for a moment, mental illness and the discussion of and around it got used so many times as merely a mechanical crutch for lazy writing that I can feel confident in accusing its focal use in a story as such of being trite, of being tropey.
This apathetic perspective towards its thematisation is a direct result of the regular misuse of such a delicate topic.
Of its almost expected reduction into just a plot-twist device with maybe some obligatory hints towards a real message or statement on it.
I am not even aiming my criticism directly at "a favour", but at the broader ways of implementation in which mental illness gets handled in Pop-culture.
Hell, even my use of the word "implementation" for such a difficult topic feels apathetic, but that seems to be a more fitting description for the approach mainstream art festered around it.
Mental illness just isn't the thing most of these stories actually want to discuss, it's just the reveal of it's existence in them that wants to make you say "Damn" right as the credits start rolling.
It's like a slightly less trite, slightly more delicate and often actually well intended, version of the other student project classic, the theme of recreational drugs. I am more than guilty of exploiting that one as just a weird-shit-happening or plot-twist mechanic in my own student projects.
I can recall a teacher calling us students out on it's collective overuse, which is probably more difficult to do with a theme that has more weight and often actual sincerity to it.

"A favor" pulls it off in my opinion. Not the adequate discussion owed to this topic mind you, but the use of it as a plot-twist device. Simply the road towards that conclusion makes the fithteen minutes worthwhile, at least if you are able to shut off that ranting voice that made me type out that last paragraph in its timeframe.
Also, that the reveal got communicated through a simple, understandable phone unlock via face recognition was kinda neat.

The set-up already let my M. Night senses tingle, only communicating with the friend via the phone, finding pills and especially the Video Game book you can find on the first day accompanied by the inner monologue "I own the same book" on the player's screen was all I needed to know where this was going.


A interesting thing "a Favor" managed to achieve was to skirt around a niche indie genre I like to call "Wage Slave Horror", while also executing that style better than the ones I've played. Recently I made this list after binge playing a lot of itch games and recognising a fascinating pattern. Admittedly "a favor" only evades my very specific parameters because, even ignoring the twist for a sec, it's a favor the player does, not a real job.
But that said, having played a decent number of these, the design in this one around the medial tasks was excellent.
The position of the telephone in the corner with the player's back towards two hallways made me anxious each time I needed to answer the call machine, but was unable to check my backside.
Same with the position of the plants. The player can't keep an eye on the entrance to the room while watering them, they have to look towards the neighbouring building which also made me feel tense that something is gonna happen over there any moment or in my blind spots.
Same with the paper bin, the kitchen, the safe and the bathroom mirror.
There is always the possibility that something could creep up behind you without any notice.
Of courses after one playthrough this tension is gone, which now that I think about it seems maybe to be too contradictory towards the use of a re-contextualising ending.
"Fight club is better on the second viewing" because you can now see all the careful foreshadowing and attention to detail.
You watch a different film, or rather watch it differently.
Knowing the beats of a horror game and especially that loss of uncertainty towards it's potential but non-existent scares works directly against this built-in replay value.

I would love to see another project by this team if they choose to keep working together. They showed their potential here and they got all the game design basics more than down especially for the subtle emotional strain needed in a good horror game.
Damn. This write up got way longer than I intended it to be. I hope my criticism was constructive, even that rant I couldn't hold back on. I think when something gets someone to write that much it speaks for the amount of thoughts that art made one engage in, which to me is at least the biggest compliment.

Reviewed on Oct 27, 2023


3 Comments


6 months ago

WHoooah HAHAHa wtf kennen wir uns? What are the odds der einzig andere Österreicher auf Backloggd und er ging auch in der Game👁️>👁️ Danke für die Worte und Kritik 🙏🙏
(im gonna respond to the review in english, cuz' public forum and what not, plus I wanna dive into some things pointed out from you. This will sorta also be a post-mortem in a sense so fuck it)

A Favor was product of a lot of self-imposed crunch that ultimately led me into a burnout and a kind of exit from game dev altogether. With it being my graduation project and me wanting to go "all out" and make a game that is self-contained and finished, I wanted it to be something. My goal was to create a game that you would find on itch, play in one-sitting and leave with some thoughts.
It's a miracle my team and I finished this game in the end, cuz' down to the last month... it wasn't a game. We cut, re-scoped, changed plans so so much, we could call ourselves an agile scrum team at a startup 💀. We didn't do a lot of planning, focused on alot of wrong things, and when the deadline was creeping in and the writing was finally finished, I remember reading through it and realising: "... man this is horrible." So in like 2 weeks I glued everything together and retroactively refitted it into a new story that I was making up on the fly. The game you just played did not exist a month prior from releasing on itch, that's how cursed and chaotic the production of this game was ⚰️. At that point my goal was just to have a game where you could reach the credits. Writing never was my strong suite and it shows: The absolute shallow scapegoating of mental illness as a plot-device is unforgivable and I regret it a lot and I wish I went a different direction. And it is as you said: I had some key moments in my head and just free-styled my way through each of em. I remember when I handed the gold master of it to the teachers and they going: "Wow... you actually managed to finish the game."
That doesn't mean that I think the game is bad - it has it's moments and I am very happy with the art my team has produced in it and in the end, it kind of succeeded in what I was trying to do initially. So in a way I am proud in a fucked up way. I just wished I planned it better and maybe actually put some thought into the writing.

What really made this that much bizarre is the positive reception and success it got on itch. As of this writing, A Favor has been downloaded over 3000 times with dozens of let's plays and the like. I guess horror games just do well I suppose 🤷

We won't be making another game, the team has basically disbanded and went all their different ways. One is studying journalism, the other product design and the other production I think? While I am a cog in a machine doing web development. The last 2 years has been incredible hard to do anything game-dev related, mentally speaking. Hard to open Unity after having ur energy zap'd by your 40 hour a week job and, well, life happening.
I'll definitely jump back to game developing someday.

Again thank you for your constructive and absolutely valid criticism and thank you for playing the game! 🙏
(this has also turned kind into a textdump, whatever girlboss out ✨✨✨)

6 months ago

@gomit Yooooo lmao Nein glaub leider nicht das wir uns kennen, bei mir hat zumindest nichts geklickt als ich die Namen gelesen habe und Ich war auch eigentlich in der Animations Klasse, schätze ca. 2 Jahrgänge über dir.
Ich habe damals nicht mal Videospiele gespielt ngl, obwohl ich paar gute Hawis in der Game hatte.
Kein Plan wie ich als aktiver User auf so na Website geendet bin lmao. Aber ich kann dir sagen wir zwei sind hier nicht alleine auf BL.

Das mit dem Crunch und Burnout kann ich gut nachvollziehen, ich habe ähnliche Erfahrungen damals gemacht. Ich musste legit die Schule dort dann auch abbrechen kurz vor dem Abschluss für meine eigene Mentalegesundheit und anderem gesundheitlichen shit. Hab danach auch Jahre lang nicht mehr gezeichnet etc.
Also ich versteh dich gut. (Ich glaube manchmal dass ich genau deshalb meine Muse und Hauptobsession zu Videospielen und ihrem potential als artistisches Medium verschoben habe lol als coping mechanism oder so.)

Die Lektion der Wichtigkeit einer durchgeplanten preproduction ist wahrscheinlich die Essenziellste aber ist auch immer leiwand wenn man es schafft sich vor einer deadline etwas aus den Fingern zu ziehen was sogar funktioniert um dann einfach auf die Lektion scheißen zu können. Bis zum Burnout halt lol.

Und mit der positiven Rezeption, es war mein vollkommener Ernst, dass ihr mit dem Projekt einen gewissen niche ziemlich genau getroffen habt und deren Konventionen besser ausgeführt habt als zumindest alle von dennen die ich gespielt habe.

Schade das ihr nichts mehr macht. Life happens and shit. Kann ich auch zu gut nachvollziehen mit meinen eigenen Klassenkameraden.
Das mit dem game Programm nicht mal öffnen wollen nach nem Arbeitstag ist auch viel zu real. Ich habe "a favor" legit als Motivations Benzin verwendet. Hat auch bisschen geklappt.
Jetzt no joke, wenn du mal wen brauchst zum gegenseitig motivieren oder, auch wenn das vllt zu dreist is nach dem fucking review lol, wennst mal bock hättest zusammen auf non-crunchig bissi Videospiele herbei zu philosophieren dann sag einfach bescheid mein Discord is in meiner Bio, kannst mich auch ohne so nem grund adden. :)

Ich habe das alles jetzt auf deutsch geschrieben um nix zu deinem postmortem, mit meinem persönlichem zeug oder meinen Kommentaren zu deinen, für jeden potentiellen leser am relevantesten Insights, drauf zulöffeln.

6 months ago

@ThinkingFella Ahhh ok Animation got it, ja außerhalb der Game (und ein paar ausm selben Jahr) kannte ich keine ppl aus der KD eigentlich. Echt wild von basically no Videogames zu ein avide User auf Backloggd zu sein. Ich weiß ein paar havaras aus meiner Klasse sind hier, aber benutzen es gar nicht so aktiv wie wir zum Beispiel yknow.

Sucks to hear dass du die HTL abbrechen musstest :/, ich hoffe dir geht es jetzt besser. 🙏 Aber ich verstehe es komplett - ich kenne wirklich viele aus meiner Klasse die jetzt einen etwas größeren Abstand zu Spielen und/oder auch Kunst gemacht haben weil die Ausbildung es ein bissl "verdorben" hat. Es kann und ist extremely taxing im kreativen Sektor zu arbeiten, vorallem wenn es eine Passion ist.

Ja haha also das mit dem "Always works out in the end" war auch bei Tests und co. ein Ding was ich immer gemacht hab - Wichtige obligationen nach hinten zu schieben und dann wegzucrunchen am Ende war halt a bissl gegeben. Das schwerste aber zu A Favor war halt alle auf einen gemeinsamen Nenner zu bringen. Genau Anfang Juni habe ich so begriffen, dass mein Team nichts wirklich was unter "Walking Simulator" verstehen konnte und deswegen ich ein "first real playable" gemacht habe um alle zu syncen - war viel zu spät aber eine Lektion von "Show don't Tell" über die Vermittlung einer Vision/Idee. Das glaub ich was mich zum Burnout gebracht war das ich lowkey die zwei Jahresprojekte (in der 4./5.) einfach auf Grund von Passion/Wissen immer zum "Teamhauptverantwortlichen" wurde und dieser zusätzlicher Projektmanagment Aspekt einfach viel zu viel für mich wurd und ich da wirklich an manchen Stellen a wischer wurd was einfach ass is.

Vielen Dank, deine Niche-Genre Bezeichnung von "Wage Slave Horror" beschreibt basically unser Gameplay-Loop extrem. Ich wollte eine konstante Monotonie in "Doing" des Players liefern, hab mich da eigentlich an (lustiger-weise) an diese Time-Managment Restaurant Managment Games von früher inspiriert (ala Club Penguin Minigames) und an der Haussequenz von "The Beginners Guide". Es war auch sehr passen zeitlich weil wir viel reusen konnten mechanic betrachtet es extrem simple war.

Es freut mich immens das mein Game ein kreativer Motivator für dich war (auch nur für ein bissl) 🥹. Ich hab dir mal ne Friend Request auf Discord geschickt, weiß jetzt ned ob ich jetzt a bissl mehr game dev noch machen werde (vllt. next year 🤔 ) aber für ein gamedev/gaming-related/whatever Austausch bin ich immer down 👍