It’s Weird Here: Not for Me, But Not Bad Either
- dreadperdollar
- Jan 12
- 4 min read
You ever heard of the term folk horror? Yeah—neither had I. That is, until a user named “droolyflytrap” or "ScaryPixels" dropped a post in r/HorrorGaming about a “forthcoming folk horror / survival horror game.” That post caught my attention. I had to check it out and see how well a genre like that could actually translate into a game.
By definition, folk horror pulls from folklore, tradition, and rural isolation to create fear and unease, and on paper, that sounds like a perfect fit for interactive horror. After playing the game, though, I realized how rarely that label shows up in gaming. I struggled to think of many horror games that truly fit the description, or even ones I’d heard discussed in that context.
Most comparisons point back to films instead: The Witch, Midsommar (still sitting high on my watchlist), The Wicker Man. These are stories where the horror isn’t loud or flashy, but slow, ritualistic, and rooted in belief, where something feels wrong long before anything outright terrifying happens. A community that’s a little too isolated, and a little too devoted for comfort. The best way I can describe it? Cult horror… before it fully becomes cult horror. Almost like a “Cult Jr.”

I’m not going to lie after finishing it, I just sat there for a while trying to figure out what to say and how to even approach reviewing such a short experience, especially one that’s clearly meant to grow into a full game in the near future. When I first saw the screenshots and thumbnails, I was genuinely excited. They gave off strong Faith vibes, which felt like a fair comparison and a promising one.
And to be completely honest, something I try to be in all of these reviews, this one just wasn’t for me. That’s a tough thing to admit, especially because I loved Faith and its 8-bit style… while also absolutely hating the overall gameplay at the same time. Unfortunately, I just couldn’t get into this game. That said, this has nothing to do with the creator. They’re doing something I have no idea how to do, so they deserve major props for building a game from the ground up, and I genuinely wish them nothing but success with the project. Honestly, when the full game releases, I might come back to it and appreciate it more.
Looking at the itch.io page, it’s clear this style is their thing. The hand-drawn, 8-bit aesthetic is their signature—and that shows.
So, let me explain why this game didn’t click for me. But first, it’s only fair to talk about what I did enjoy.
The art style is the clear standout. It looks hand-drawn—and for all I know, it might be—and that alone adds to the scare factor. It’s untraditional, rough around the edges in a way that really works for horror, and it allows for some genuinely creative and unsettling imagery. Another thing I appreciated is that this isn’t just a throwaway demo for an upcoming full release. It functions as a standalone introduction to the world of It’s Weird Here. Instead of a quick teaser that abruptly cuts off, it feels more like a self-contained experience that slowly eases you into the tone, atmosphere, and ideas of the larger game. The puzzle(s) were a nice touch as well. I spent a good amount of time staring at the journal, trying to see if the symbols were different… spoiler, they weren’t. If you actually spend the time and go around to the different exhibits, you will get certain holy animals. Still, I liked the idea behind it. The combat also felt a bit cheesy, but in a way that fit the game. It was simple, straightforward, and honestly kind of fun, which worked in its favor rather than against it.

Now for the things I wasn’t so fond of.
There were… a lot of dicks. And yes, I played the uncensored version, but even then I never really understood why there were so many. The game page does warn that it contains adult content, but here it felt less intentional and more like it was just thrown in for shock value. I could follow what the story was trying to say, but that meaning didn’t really come through during the actual gameplay. Most of my time was spent walking back and forth, trying to figure out what I’d missed or where I was supposed to go next. I eventually had to use a walkthrough—not because I hate ambiguity or a lack of hand-holding, but because I genuinely couldn’t tell what the game wanted from me. That isn’t inherently a bad design choice; some players enjoy being dropped in with zero direction. Personally, though, I prefer not having to rely on a guide just to understand how to progress. The key system also felt a little wonky. I wasn’t sure if that was intentional or just something that needs tightening, but whenever I found a key, it was hard to keep track of where I was supposed to use it. I kept second-guessing which doors were locked and which ones I’d already tried. If I were to make a suggestion, I’d recommend adding some kind of indication of which key unlocks which door when the player approaches it. The same goes for the book—I had no idea it needed to go where it did if it wasn’t for the walkthrough. A small hint or bit of environmental feedback there would have gone a long way. Lastly, I didn’t really feel much of the folk horror. There were hints of it, sure, but most of the game takes place in museum exhibits, so the cult-like, community-driven vibe never fully landed. It felt more like observing folk horror than actually being immersed in it.

For what it’s trying to be—a short introduction to this universe—it works. Just because it didn’t click with me doesn’t mean it’s a bad game; it's simply a game I need to really get into and there wasn't enough time to fully dive in. However, it does exactly what it sets out to do, acting as a prologue and easing you into the world of It’s Weird Here.
It's Weird Here: Prologue is available on itch.io.



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