Play & Review: Whispers in the Walls

Whispers in the Walls is a solo journaling game of the horror variety, created by Andrew Boyd at Pandion Games. The player takes on the role of a private investigator working to solve a mystery, using a standard deck of cards to divine the secrets the walls are trying to tell you. I purchase a copy from Knave of Cups, who hosts a storefront for indie game designer’s physical copies and provide fulfilment of those orders. If you haven’t checked out their offerings, I highly recommend them.

Now, let’s move along to the review and playthrough:

The physical edition of Whispers in the Walls is beautiful, printed in full color. The end papers are covered in scribbled words, leaning into the feeling of soft spoken phrases and secrets barely heard. The game itself only requires the use of a standard deck of playing cards and a place to record your investigation, which makes it quite accessible for most players who don’t have access to full dice sets or tarot decks. The instructions are very clear and concise, and the opening pages include safety notes for the player, as well.


CONTENT WARNING: Allusions to physical and/or medical abuse, spider-like creatures, eyes, outer space, and drowning. If these topics are a hard line for you, I would not recommend reading further.

Starting Location: An apartment in a high rise downtown.
From the outside of the building and the hallway leading to the apartment, all is well: The building itself is in good repair, the hallways warm and well-lit. The doorknob feels grimy under my hand as twist it and push the door inward, a thick wave of stale cigarette smoke wafting out to meet me. Despite the tarp covering the broken sliding glass door, the scent of tobacco still lingers, baked into the peeling yellowed wallpaper and the thick coating of dust that covers everything. The room is freezing, the tarp fluttering in the midwinter breeze it catches up here on the 22nd floor. I peel away the stained and brittle newspaper taped to the window in the kitchen: It’s a gorgeous view. A shame to cover it up.

Turning back into the room, my gaze is drawn to the ceiling where the popcorn texture seems to move and undulate, shifting into a thick static-like effect, a Magic Eye design that doesn’t stop moving. It’s blurry, but I can make out a man sitting in a wing backed chair, his legs crossed at the ankles as he relaxes, a lit cigarette in one hand and a thick book in the other. After a few seconds he looks up, his face contorting in rage as he throws the book before getting up and marching out of the “frame".” The static settles, and the ceiling returns to its mottled yellow-brown nicotine-stained state. I blink, returning my gaze to the room around me. The wing backed chair from the vision is tucked in the far corner, with a heavy bookshelf behind it. A weighty glass ashtray sits on a table to the right of the armrest and a tea cup rests on a small saucer next to it, loose tea leaves and thick sludge staining the bottom of the white china cup. A standing lamp with a fringed shade is tucked in the corner behind the chair, looming over any who would choose to sit there.

As I approach the chair and table, my eyes feel drawn to the overflowing ashtray. Stubbed cigarette butts are crammed into the the bowl, the dark amber glass of its grooved rim and the surrounding tabletop choked with thick ash. The silence is almost as oppressive as the dust when a loud CRACK causes me to whip my head up to look, stepping back in time to avoid a chunk of plaster falling down onto the chair’s threadbare and holey seat.

For a moment all is quiet again, before the plaster suddenly moves in an arachnid-like way, sprouting segmented legs and skittering over the arm of the chair to the table. I step back again as it crouches over the ashtray, shuddering as its knees (knees?) bend the wrong way to bring its underside flush with the table. The ashtray is nowhere to be seen as the legs of the plaster-spider-thing fold up over its back (back?), curling as if dead, before it continues folding itself over and over, creasing as easily as origami paper. After a few moments, a piece of lined notebook paper sits in a circle, devoid of dust, where the ashtray had previously been.

Taking a pen from my pocket, I poke it - As one does with unknown and potentially hostile creatures. Seeing no movement, I gingerly unfold the page to find the following:

Andromeda - As previously discussed, please ensure the amber ashtray is emptied and washed every day. The doctor becomes very cross if it is not done first thing in the morning.

“Doctor, eh?” I muse out loud, taking in the books on the shelves: Old medical tomes, all of them, with some book about superstitions and ancient occult practices. Many of the spines appear well worn, soft to the touch with faded gilded titles. For a moment, all is silent in this tomb of a home, before the walls begin to shake.

At first, I think it must be an earthquake, but I realize quickly that the only place I feel the tremor is in the shelves. It doesn’t take long before all the years of accumulated dust and ash hang in the air, a fog so thick the weak breeze from the broken door cannot clear it. After a moment, a man made of dust steps up beside me, his hand reaching for a book on the shelf. His fingers slide into an empty space and as he pulls his hand away, a book materializes. As he flips the cover open I lean in, noting old anatomical diagrams and surgery notes. He nods, snaps the book shut, and tucks the book under his arm before walking through the archway into the formal dining room. Turning back to the shelf, I slide my fingers into the space where this book normally resides. “Curious,” I mutter to myself.

As I pause with my fingers on the shelf, a great screeching fills the room as more dust, white dust, plaster dust drifts down from the ceiling and into my face. I blink, then sneeze, opening my eyes to find the ceiling mere inches from the top of my head. Ducking down, then crouching to avoid the ceiling as it continues to descend. The screaming sound fills the room as I find myself laying down on the smoke-scented carpet, the ask floating up in puffs as I move my hands along the short fibers. I turn my face toward the bookcase, the ceiling already pressing against the side of my skull as I see a glimmer of gold under the shelf. Stretching out my fingers, ash gathers under my nails as I pull myself through the swiftly tightening space between the floor and ceiling. As my hand slides into the gap under the bookshelf, brushing the binding of the book, the ceiling halts its progress just shy of the moment when the pressure would become truly unbearable… And I breathe in deep as it recedes, pulling the book into my lap as I sit up and look around the room. The state of the room is barely altered, other than an additional layer of dust.

After a few moments to catch my breath, I scoot across the floor to a patch of sunlight before opening the book. There are some pages made of vellum, full of drawings and annotations swirling on their thin pages. They lay over one another to create a layered image, skin lifting up to reveal muscle to reveal bone and reveal organs…

My gaze tears from the pages as I register the sudden heat in the room. The windows are streaming with light that narrows into tight beams, almost as if they’re turning into magnifying glasses. They continue to contact until the shaft of light begins to singe the carpet next to me, the cream colored fibers first turning the color of honey before caramelizing into black coffee, then charring. Burning dust hangs thick in the air as the beam slides over the carpet before landing on the book in my lap, which erupts into flames.

It seems like an eternity later when I slam the book closed, cutting off the flames, but it can’t have been more than a few seconds. Gazing around, the smoldering book clutched between my fingers, I take in the lines etched into the carpet: They look like a door. A cellar door. In the floor. On the 22nd floor of a downtown high rise.

Scrambling to my feet, I tuck the book under my arm as I slide my fingernails into what looks like the edge of the door and pull. To my surprise, the door swings up and open and it’s just a black void in the cream colored carpet, an inky black velvet that twinkles with stars. Sinking back to my knees, I stick my head into the darkness and gaze around, feeling as though I’m being watched. That feeling lasts just long enough for me to feel the hand in the middle of my back that pushes me into the black before slamming the door behind me.

At first, I’m afraid to breathe in this expanse. But it isn’t a true space: I haven’t frozen, and there’s a quiet humming here. As this registers, I also realize that I’m not floating, as if in zero gravity, but I am instead falling.

As the wind rushes by, the humming intensifies into a melodic song. My gaze roams over the darkness, the small pinpricks of light waver and flutter as if blinking before they reshape themselves into thousands of eyes, staring from vastness of space. As I realize they are, in fact, eyes watching my descent, a square of light opens beneath me and I am thrown back into the living room of this apartment. The velocity of my fall slams me into the ceiling, the book finally slipping from my grasp, before I fall again onto the carpet. My hands break my fall, straining my wrists and my palms heating with a rug burn.

I pause for a moment, laying back on the carpet. The ceiling is bisected by a line I hadn’t previously noticed, a deep red welt across the expanse that almost looks wet. My thoughts drift, and I wonder what the wound would feel like under my fingertips… When it suddenly cracks open all at once. A great, vibrant blue eye peers into the room, its gaze flitting about before locking on me.

The huge pupil contracts, and yet I can still see myself reflected in its dark surface. For a moment, the eye appears to soften, as if sad, before a tear wells up and spills over, immediately soaking me to the bone, filling my throat and nose, burning my own green eyes. Rolling onto my hands and knees, I cough up the water and wipe my streaming eyes, taking care not to get the anatomy book any more wet than it already is. Looking up once more, the water has coated every surface, the teacup and ashtray now overflowing with discolored liquids.

Sitting back on my heels, I push my hands through my hair before standing, sliding the thick tome into the crook of my arm once again. A soft breeze, like a sigh, whispers through the room, ruffling the tarp over the broken glass door. Turning back toward the main entrance, it feels like my time here is finished… Until I see the foxglove sprouting from the keyhole. My fingers reach almost without thought, grazing the purple bells of the flower softly. I pluck the stem but it regrows quickly, as if on a fast forward time lapse track, more purple blooms waving in the soft breeze. I move my hand to the doorknob, only to find the door locks and a sense of needing to complete something in my chest.

Once more, I turn to the room, holding the foxglove in one hand and the anatomy book in the other. I whisper to the gloom: “Your name is Andromeda. And the doctor… He hurt you, didn’t he?” The tarp ruffles, and the fringe on the lampshade sways. I node, lifting the sprig of foxglove. “And you poisoned him. Foxglove tea.” The breeze lifts again, this time hard and fast, pressing me back against the door.

A tight smile crosses my face. “I don’t blame you, Andromeda. He seems to me…” I pause as the wind dies, dropping the heavy tome onto the soaked cushion of the wing backed chair. “He got exactly what he deserved.”

The room fills with a quiet chuckle, a sound that almost masks the click as the door unlocks. Tucking the sprig of foxglove into my lapel, I twist open the doorknob and stop again before crossing the threshold. “Rest well, Andromeda,” I whisper, pulling the door closed tightly behind me. The lock clicks again as I head down the hallway, salt water still dripping from my coat.


Overall, I enjoyed my time with this game. It took me a couple of days to get through the prompts and figure out what the story was trying to tell me, but I was so intrigued that I had to keep playing and learn how it was all going to turn out. Whispers in the Walls is definitely a game with a lot of replayability; there are so many different opens in locations and possible prompts, all leading to completely unique stories. If you’re looking for a spooky game about haunted rooms, this is a good one.

If the idea of haunted houses intrigues you, and you’re interested in trying out a tarot based game, you can find my game You, and The House available on Itch.io.

Indie Game Systems - Trophy, as a Player

In this “Indie Systems” series, it’s my hope that I’ll be sharing some indie game systems that you might not have heard of before, and give you my thoughts on each system through the lens of either a designer or a player. We’re going to kick this off with the game Trophy, and my experience as a player.

Trophy is a collaborative storytelling game, based around the concept of treasure hunters. You and your party have heard a tale, or perhaps been hired to find a treasure, and you’re goal is to get in, secure the prize, and get back out again… But the odds are stacked against you and the chances of you getting out whole - let alone alive - are diminishing from the first step of your journey. Jesse Ross has created an interesting and unique world, full of rumors and myths and labyrinthine locations that do not want to give up their treasures to anyone, and certainly won’t do so without a price.

There are two are version of Trophy, and they each serve different purposes: Trophy Dark is a game that centers around one-shots, or very short-term games, whereas Trophy Gold has adapted the rules of Dark to allow for longer campaigns. Because I have only played Trophy Dark, we’ll focus there for this post.

One thing to be said before launching into the mechanics and such: Trophy is a game that requires a certain amount of trust between each of the players, and the game master. Because of the intensity of the themes within the game, it’s imperative that the players and game master have each other's safety in mind. Hosting a session zero prior to their first game is critical, so everyone understands the lines and veils that they need to respect for everyone to feel safe.

Now! The system itself utilizes d6’s, and so it’s best to have a pool of them. There should be a few in your pool that stand out from the rest: These will be your dark dice to your light dice. I don’t want to go too much into the mechanics, save to say that compared to some systems that have a full battery of dice with different sides and meanings, a d6 system feels refreshingly light. Rolls are really only done when something is considered “risky,” and you may continue to add dark dice to your rolls if you’re not happy with the outcome… But if you roll too high on your dark dice, well. You’re on your way to ruin. And too much ruin leads to the forest warping and twisting you, which will ultimately be your downfall.

My favorite part of the initial Trophy Dark setup is character creation. The designers have given rolling tables for everything: Names, occupations, backgrounds, the thing that drives your character forward, and what sorts of rituals they have access to. As a first time player of Trophy, this was really interesting and helpful, because it allowed my game master and me to collaborate on what some of the terms meant in our game (which may or may not be accurate to the greater Trophy lore, but it worked for us). While rolling on the tables isn’t required to create your character, I found that it still gave me a lot of options while taking away a lot of the stress that usually comes with making a new character in a TTRPG.

Additionally, the character sheet is one of the least intimidating that I’ve come across; it’s literally half of a sheet of paper. That includes everything you need to know about your character (and the official sheet actually has a space for recording your character’s pronouns), including conditions that arise during the course of the game.

Overall, my experience with Trophy Dark as a player is very short lived: I played in a two part series that was hosted by Sword & Key called A Warm and Pleasant Hum (part one can be found HERE, and part two HERE), and it was… Both horrifying and incredibly rewarding. Being introduced to new games is always a challenge for me, but I found Trophy Dark to have mechanics that almost felt like second nature, once you got your feet under you. I highly recommend it.

How to Write an Indie TTRPG - Inspiration

Welcome to the first series of this new blogging venture, all about how to write your own indie TTRPG game! This will mostly fall into a sort of advice column, where I talk about what has (and hasn’t) worked for me, when it comes to creating indie TTRPGs.

I feel that I should preface this all with the caveat that I am, by no means, an expert on writing or indie game design. However, it has been a few years since I wrote my first game and I have a fair few out there in the world. Please take my advice with a grain of salt, and be sure to do your own research. That’s what’s worked best for me.

Probably the first and most often asked question about my game design process has been, “Where do you get your ideas?” This question has so many possible answers, but the easiest one I can give is “everywhere!”

My first suggestion to you, ‘O Searcher of Inspiring Stuff, is to slow down and take in what’s going on around you. Inspiration can come from anywhere. Sometimes it’s the way sunlight glimmers off the water, or falling leaves, or the warm and cozy feeling that settles over you with a good mug of tea. Sometimes it comes from a conversation, or a book, or a particularly good song. And sometimes, it comes from absolutely no where at all.

Recently, game designer Paul Czege asked me where I came up with the idea for Foam & Fiction, which is somehow one of my most popular offerings on Itch.io. The story here is so boring and not at all glamorous - I remember waking up in the middle of the night and typing “Magical bookstore / café game” into the notes app on my phone.

You may be thinking, dear reader, did I have a dream that prompted this late night revelation that awoke me from a dead sleep? I cannot say. But regardless, when I woke up proper the next morning, I had so many ideas and I feel like Foam & Fiction came together very quickly. The part I really agonized over? The title. My brain could NOT come up with a name for a café / bookstore, and kept getting hung up on Foam Party… But I also really did not want to get sued by Marvel for copyright infringement, so here we are.

The initial cover concept for Threshold: Autumn covered by a bottle of gold ink, a leather notebook, a dip calligraphy pen, and a note that reads: "The story isn't possible without you."

The initial cover concept for Threshold: Autumn covered by a bottle of gold ink, a leather notebook, a dip calligraphy pen, and a note that reads: "The story isn't possible without you."

So much of my inspiration comes from other games I play, as well. Other indie games, solo games, MMOs, resource management games, micro games. I love reading games others have built and picking apart the mechanics to create something of my own within their framework.

My whole indie game design journey started with a publication by Siren Song Games, designed by my friend Meghan Cross: The Silent Garden. This game opened so many doors for me, and helped me understand exactly what we, as designers, could push a game to be. My first two games, Threshold: Autumn and Winter, were created with The Silent Garden framework in mind: A narrative story with many branches, many paths, all of which ask the player to check in with how they feel and what they’re experiencing every step of the way.

The Threshold games were absolutely transformative for me, as both a writer and a designer. I pull inspiration from so many places: My love of rural town life, Studio Ghibli films, the Fatal Frame video game series, the concept of a night market, sirens who lure people into the water, growing up on the northeast coast of the United States near both the ocean and the forest, the movies The VVitch and The Village, videos of explorers in ice caves, and my deep love and respect (and fear) of the ocean. The list goes on.

As I am now realizing how long this post is becoming, I feel the need to draw it to a close with some simple advise, my dear reader: Take inspiration from everywhere. Everything. Everyone. And don’t be afraid to try new things and make mistakes. Everything you create will need revisions and changes and multiple versions… It will never be perfect on the first try. But keep going! You got this. I believe in you.