NO FUN HOUSE is a maze of rooms, leading to other rooms, leading to digital oceans.
From an interview with KillScreen:
“NO FUN HOUSE was made at a time when I was stuck in a difficult long distance romantic relationship, had quit my day job,” McQuater told me. “I was living in the same apartment my boyfriend and I had shared, but now he was across the country and I was living there alone. His stuff was still there even, but he wasn’t. So, NO FUN HOUSE became this domestic, furniture cluttered type of maze, where the user is perpetually returned to the start as a punishment for taking risks, to reflect on that.”
Watch excerpts from NO FUN HOUSE → here
And → here
Play NO FUN HOUSE → here. [Note: This game has not been updated or maintained since 2014.]
From an interview with KillScreen:
“NO FUN HOUSE was made at a time when I was stuck in a difficult long distance romantic relationship, had quit my day job,” McQuater told me. “I was living in the same apartment my boyfriend and I had shared, but now he was across the country and I was living there alone. His stuff was still there even, but he wasn’t. So, NO FUN HOUSE became this domestic, furniture cluttered type of maze, where the user is perpetually returned to the start as a punishment for taking risks, to reflect on that.”
Watch excerpts from NO FUN HOUSE → here
And → here
Play NO FUN HOUSE → here. [Note: This game has not been updated or maintained since 2014.]