The thing that fascinates me about janky RPG Maker horror games is that there's a specific level of jank that invites audience participation. Many well-regarded examples of the type do not actually achieve their intended experiences of play, but they get close enough that that experience can be constructed with active player buy-in. As a player you can of course break any game by going out of your way to refuse to cooperate, but when you're put in the position of needing to go out of your way not to break the game, you become a sort of co-author in a way that games which are actually functional typically don't permit.
There's a certain satisfaction in being able to clearly see that the scenery is made of cardboard and taking special care not to tip it over because you're genuinely curious where the game's author is going with this.




















