>>718974128
Seems to me that the games are not whimsical enough which hurts the exploration factor
Like that one overgrowth room with the giant beanstalk plant taking you up the floors was cool but there wasn't much else to it
The pyramid room felt empty and like all the other rooms the focus was not so much exploration but rather the puzzles needed to continue on
Making shit go fully insane like having rooms be much larger than they should be or having things move around or change on their own over time would help to make it better
One thing I really liked in the first one was that after the blackout all the rooms seemed to be harder with new ghosts and it made me spend time just checking out what was different but I wasn't forced to go through every room again in order to continue on.
I wouldn't mind if they started doing something like the rooms you have already completed change into something more extreme in terms of theming and difficultly.
Maybe they can do something where once you beat the original mansion its revealed that you have to do it again in a mirrored map with extreme changes so that you wouldn't feel like you are doing the same crap.
For example a nautical room might be flooded up to your knees with fish ghosts and some ghost fisherman trying to hook and reel you in as his attack but when you reenter in the mirror world that room is now completely flooded with a bunch of body parts trying to attack you and the rooms boss being a giant shark
There would be hints to the change that would happen like that room would have a fish bowl that has a small ghost shark in it and that bowl would have been the source of all the flooding in both rooms
When you visit the gallery you learn that the fisherman originally caught the baby shark and kept it in a giant tank before he got eaten by it so they ate it as revenge
Every room connects to the life of the occupant but would be limited to stuff like water coming from under the door or a shark fin in the fridge