Project Sekai

The House 2

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The House 2 is a browser-based horror game that focuses on environmental interaction within a haunted residence. Players move from room to room by clicking arrows and investigating specific objects. Each location contains items that must be clicked in a particular order to trigger the next stage of the game. These interactions often reveal notes, photographs, or unexplained movements. The main objective is to uncover the history of the house by activating all necessary elements and observing the results.

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The House 2 is a browser-based horror game that focuses on environmental interaction within a haunted residence. Players move from room to room by clicking arrows and investigating specific objects. Each location contains items that must be clicked in a particular order to trigger the next stage of the game. These interactions often reveal notes, photographs, or unexplained movements. The main objective is to uncover the history of the house by activating all necessary elements and observing the results.

Event Triggers and Progression

Rooms are unlocked one at a time, with each space containing multiple hotspots that respond to repeated or timed clicks. The player must experiment with different actions, such as turning lights on and off or opening cabinets, to move the narrative forward. Sometimes progress stalls unless certain interactions are performed more than once. The game does not include a character or inventory system; everything is driven by the player’s cursor and their choices. Reactions are scripted, and successful triggers often come with sound or visual effects that mark advancement.

Visual Tone and Sound Design

The visual style of The House 2 uses static imagery with occasional changes to individual elements, such as faces appearing in mirrors or items falling. Darkness is used to conceal detail and focus attention on highlighted areas. Sound design plays a central role, with layered ambient effects and sudden audio spikes tied to specific events. There is no music, and silence is often broken by loud, unexpected noises. The game ends after all rooms are explored and the final sequence is triggered, completing the player’s investigation into the house’s past.

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