One Night: Full Circle is a survival horror/adventure game in the style of the early Resident Evil and Alone In The Dark games. Something horrible has befallen the mining town of Stillwater and it's up to you to discover the origin of the evil. One Night: Full Circle is a sequel to the previous games One Night and One Night 2: The Beyond, but having played these games is NOT required to fully enjoy Full Circle. Full Circle boasts a frightening atmosphere, challenging gameplay, two difficulty levels and multiple endings. It's the ultimate test of bravery - are you able to survive? One Night: Full Circle was listed as one of the "Top 5 RPG Maker Games" in PC Gamer magazine in 2011 and was a Freeware Game Pick on IndieGames.com, a subsidiary of Gamasutra.
Originally rated this a 6; lowered it further the more of the game I played. Dodging enemies is often entirely luck-based (I would often get pounced by one the second I went through a door), as opposed to the more skillful dodging in the first game. This gets more frustrating later on when the enemies get a massive speed boost. Combat, while optional (unless you get pounced by multiple enemies right out a door, as frequently happened to me), is frustrating and difficult to get out of...not to mention tedious, given how damage sponge-y enemies are.
Oh, and putting super-speedy enemies in two-tile-wide corridors where they're next to impossible to avoid, and then having the gall to make how many monsters you kill count toward which ending you get? Unforgivably bad design, full stop.
Puzzles on the plus side are generally good, but the sewer floodgate one is driven by a special sort of logic I still can't grasp.
Then there's the ending system...on further research I found it's driven by how many monsters you kill and dialogue responses. Supposedly. I somehow got the bad ending and I have no idea how, given that I killed maybe 5 monsters, and there's zero indication of which dialogue responses count toward what. I picked what I thought were the most favorable, compassionate responses, but as I cannot read the developer's mind, apparently those were the wrong choices. Man, and I thought the good/bad ending system to the second game was terrible.