Letters To A Friend - Farewell by Christoph Frey is a surreal 30 minutes long narrative experience.
A notary assistant was sent in regard to a testament concerning the recently deceased Joseph Hall and his son, who insisted on renouncing his father's house. This letter is a haunting report of an occurrence that led the assistant to quit their job.
Letters To A Friend is an anthology based short horror game series, containing loosely surreal narrations and an expressionist silent film aesthetic.
WARNING This game has flickering lights that may effect photosensitive gamers.
Controls: W,A,S,D to move Mouse to look E to interact
If you liked the game and want to support me, you can do it on my Patreon.
A short but very unsettling game. The silent movie theme makes it quite unsettling and creepy. I'm very interested in seeing where the story is going since (spoiler alert) it looks like there's more to tell.
I made a full walkthrough video and it can be be seen here:
I purchased this last night. I loaded this update this morning and when I have my controller and mouse both in, the screen just spins to the left.
I tried re-calibrating my Nintendo Switch controller but it makes no difference, also no other game experiences this. When I disconnect my USB switch controller the screen no longer spins to the left and is fixed. Just notifying incase there is a bug that can be fixed.
I absolutely loved Christoph's last game 'The Space Between', and was excited to find out about this. I might be late to the party, but I'm very impressed and thoroughly enjoyed my experience playing the game. The focus on atmosphere and the simplicity in game mechanics are exactly what I'm looking for in a horror game, and I also love that the story resembles the classic Dracula. Thank you Christoph, and I look forward to playing episode 2!
Really liked the specific details of the game, I think horror is best when it's about a specific incident with an unlikely protagonist. I also really, really appreciate the fact that walking up and down stairs is different from regular walking. Tiny detail but it does a lot to ground you in the place. I wish there was a bit more interactivity, though. Nothing too major, just more scenes similar to the "check out the house" one. As it is, a lot of the scenes just felt like I was watching a movie with slight control over the camera. Not necessarily a bad thing (there's a lot to be said about "passive" interactivity like choosing how close you walk to Marcus, what to focus on, etc) but there was just too much of that for my own tastes. Can't wait to see what the next episode holds!
Unfortunately, I also have a similar issue. It feels like it is connected with loading the next levels. I don't know if it is related, but the frame rate is also oddly low. Let me know if there is any way I could help you with solving this issue. I would love to finish my experience.
There seems to be a problem with AMD graphics cards, I have two machines with AMD graphics and on both of them I can't see any objects when playing. Once I deinstall the AMD drivers and use the basic Microsoft graphics driver, it works, but the game is super laggy. Tried out several legacy versions of Radeon Software, but none work.
I keep hitting what seems to be a glitch, slight spoilers ahead:
Every time I follow Markus into the "storm drain" place, I get to the point where he stands in a room in front of a white slab and I'm given the option to press E. However, every time I do so, the game just freezes up with Markus staring at me. Is there any way to get around this? Really enjoying the experience so far, so I'd love to get past this.
So it seems like whatever the problem was was on my end, I tried running it on another PC and I was able to get past the part that kept freezing. Sorry to waste your time, really do appreciate your quick response though.
I'm a big fan of the stuff you've put out so far, thanks for all the work! Look forward to seeing more in the future.
the effect here almost works better than it does in silent film--the corners you expect something to jump out of also draw you in. the player's movement is inevitable but we know the character is compelled by something and we keep looking