House of Pandemonium - Remastered is a remake of Pashaimeru's 2014 smash-hit House of Pandemonium. The game attempts to emulate the original as closely as possible, with a few small ease-of-use improvements, faster game speed, and configuration options.
The game now has its own webpage, for those of you who want to keep up to date with development between patches. Dev posts will be (approximately) every Monday.
Version 1.90a has been released, with improvements to Corrupter Mode, the options menu, the UI, and the engine itself. Full changelog and discussion on the blog.
For OSX users, the program currently requires OSX 10.12 (Sierra) to run. Despite my best efforts, I'm probably going to have to port the whole thing to XCode just to get El Capitan systems to run it. Oh well...
If you need help getting the game to run, or understanding the gameplay, please see the associated forums thread. The blog now also contains a brief gameplay guide for how to play in 3D mode. If you want a guide to the new features of Corrupter Mode, click here.
There isn't a plot. Six ladies are tossed into a mansion, and none of them are getting out without something bad happening.
Christine - The athletic one!
Jeanne - The smart one!
Mei - The... Asian one!
Lotta - The catgirl!
Talia - The elf!
Sanya - The one everyone forgets!
I understand this game better now with the survival of your own humanity against every other person, where you can just look solely after yourself and leave the rest to be captured and changed. Or (with very specific circumstances and situations) possibly save another character with a Remedy or Elixir; I was never able to successfully trigger either at all though despite many playthroughs.
I like the new map layout compared to the old one, but you are still killing time waiting for the difficulty to get higher unless you fluke cursed items that cause a change and then use them on other NPCs (e.g. cowbell collar, fairy ring, etc) by giving them to the other NPCs. Interactivity is still "go walking around, find stuff, use common sense and look for a chainsaw as soon as possible" for the best chance of survival when you are leaving the other girls to their fate. You can also mess with some of the non-threatening NPCs (such as a cowgirl) by milking them, but when you hit the lowest willpower there is no transformation penalty for it. Also oddly, after making them "happy" they don't follow you to assist but instead keep wandering; I thought this was odd.
Graphics used for the transformation sequences are good for this version, but I found myself wondering why the transformations happened immediately or enslaved your mind to make you go to a specific spot to make them happen immediately. Slow transformations I have not seen in this game much other than when you are caught on a forced transformation (plant girl, mermaid, golem, harpy, etc) when being forced to go to a specific spot or lose a fight and get transformed on the spot. This is quibbling though; what is possible through the transformations into monsters is very high.
I did not keep playing this game after more than one hour of attempts, because by that time I had had enough of trying to beat the high scores or play Corruption Mode. Honestly I thought I had seen it all and was bored.
Cautiously recommended. Some players may only find a short amount of enjoyment with this game, but for what has been done in its long development it deserves praise and much respect.
Still unable to make a call on this game. I found the interface still clumsy to use with SugarCube regularly crashing for a few seconds whenever I went into the main menu to make a special choice when I was transformed into a monster and it is still dull when you start with nothing to do but laps of the dungeon waiting for the difficulty to increase.
I had difficulty getting immersed in the game in it's current stage of development. The interface seemed clumsy, but as this is a very early version I can handle that as this still has a lot of work to go.
The scene seemed alright and the enemies with their linked TFs was different, but I think I should wait until a later version before giving a solid call on this game.
I like this game, but it doesn't feel quite finished yet. The 3D interface is simple, but runs smoothly and is fairly easy to understand, although a control diagram somewhere in the game would be nice (I had trouble figuring out how to skip turns since the old "skip" button clickable area was removed, but I figured it out eventually).
The game is entirely functional, but at the moment is a little light on graphic content. The TF scenes are all there, but items all use the same sprite (a sword, a pitchfork, and a chainsaw are all represented by a sword image, for example), but it is otherwise perfectly servicable.
There's no explicit sex in the game, but there is a lot of nudity. All of the transformations are "monster girl" style transformations (none of them are entirely animalistic with little things like ears changing) and they really don't go quite far enough for my personal tastes, but again that's just my preference and not really the game's focus. There are few enemies that just enslave your character with "mental changes," and while it thankfully isn't every enemy in the game, it is just a little bit disappointing there aren't more physical changes to accompany them.
Still, for what it is this game is much improved over the earlier versions and I like where it's heading.
The remastered house of pandemonium like the orginal is very good and i enjoy playing alot. Plus it runs alot faster. I might be getting ahead of myself but maybe in future updates add more monsters to transform into and maybe a male character.
Either way fun to play and keep up good work :D
I like the game, but even altough the game status says completed, it really doesnt feel much as such.
what I miss:
- The original game had a score system to atleast give some sort of purpose to keep playing, the remaster has no target at all. It would be very nice to dress up this game a bit more (challenges, unlockables, story mode).
- The balance bewteen mobs seems way off. Some are very powerfull and one spawn can instantly turn a map to hell instantly while other a ganked in reverse by the human side.
- Does the nymph work properly as intended? All other mobs, and some items, all have to power to transform you into one of their races (or in case of an item into an all new race). In comparison the nymphs pretty much dont. All they do is put some willpower stress on all humans in the area they are in and when your will is low enough they enslave you for a bit, but that only temporary. It seems they miss to option to turn their target fully into on of their own, which is a shame in my eyes. Also in the face of my previous comment, nymphs are a total pushover as they can't dispatch enemies.
- In the remaster the game plays waaaay quicker as the original. Mobs seem to wipe over the human side way faster in the remaster. This could be because you hardly get any support items like hp en will potions in the remaster. Its basicly your basic starting HP pool and thats it, until you are transformed and only get KOed for some time if you run out of HP. it makes the game feel less like a survival game, more like i hope i draw a nice weapon the first chest i come across, so i can live a bit longer. Or maybe add some baseline HP recovery to health to, like willpower has.
All this in the end in one sentence: The game as it is now feels to me more like a solid core engine for a game, rather than a complete game at all.
I have to hand it to the creator, well done. You've been consistently working on this project and not only have you restored this game to its glory on a different engine, you've made your own improvments to it as well.
There is only one issue I found with it, namely that you cant decide the slime spawn rate. Apart from that I hope you may still add other things. Maybe different game modes or something, maybe more monsters or a rework of the rusalka. Anyhow great work and I look forward to more updates! Thank you for breathing new life into this game.