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Haunt the House

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Haunt the House is a side-scrolling game in which the player controls a ghost attempting to influence people inside various buildings. The setting includes several locations such as a theatre, a museum and a ship. Each area contains residents who react differently to noises, moving objects and sudden disturbances. The objective is to guide the ghost through rooms, interact with items and generate reactions that gradually push people out of the building. Fear is measured through a simple system that tracks how characters respond to specific actions.

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Core Interaction

In Haunt the House the ghost can possess objects and perform actions tied to them. Lamps can flicker, curtains can sway and furniture can move. Each possession has multiple possible actions that escalate the level of disturbance. Characters respond with confusion, worry or full panic depending on how the scene changes. The player must choose the right combination of actions to influence different personalities, as each resident has a threshold at which they decide to flee.

During gameplay the player typically performs tasks such as:

  • Moving between rooms to observe how people behave

  • Possessing objects to activate different interactions

  • Adjusting the intensity of actions to manage fear levels

  • Tracking which residents remain in the building

  • Unlocking new rooms as the population decreases

Progression

Progress in Haunt the House occurs as the player clears each building by frightening all residents. Early levels use simple layouts with few interactive items, while later ones introduce larger environments and more complex chains of reactions. The ghost gains additional movement abilities that allow quicker transitions between rooms. Some buildings introduce characters who require specific triggers before they react, encouraging the player to experiment with object combinations and timing.

Presentation

The interface displays the ghost’s energy, accessible rooms and available object actions. Audio cues highlight when residents become uneasy or begin running. Visual reactions such as shaking, jumping or rapid movement help the player understand when a possession is effective. Each room contains a variety of objects, and their behaviour communicates which actions might escalate fear. The game uses a clean layout that keeps attention on interactions rather than technical menus.

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