Evil Tonight

Evil Tonight
- DYA Games, 2021 -


(SWITCH) Survival Horror, Horror, Action, Adventure, Puzzle (2D/pseudo-3D - Overhead View)
SCORE: 85 out of 100
RECOMMENDED PLAY!
An indie, survival horror callback to Resident Evil, rendered in striking 16-bit graphics that pits exorcist, Silvia, against a vengeful spirit, Violetta, in the haunted ruins of a performing arts academy


[REVIEW|+ VS. -|IF YOU LIKE...|SECRETS & TIPS|FINAL SCORE|BREAKDOWN|MISCELLANEA]

Medium Or Extraordinary?

Silvia is summoned to the site of a once prestigious performing arts academy. But, upon conjuring up a portal to enter a haunted version of the school, four, innocent children are accidentally pulled in. For Silvia to be able to save the children and return back to the normal world, she will have to first survive the fearsome horrors and exorcise the angry, evil spirit that dwells within this damned place: Violetta Carbone. Will Silvia be able to conquer the Evil Tonight?



Evil Tonight (Switch)
"Silvia never runs from evil—she makes it her business. Eccentric yet warm-hearted, this seasoned, modern exorcist has mastered the art of confronting the supernatural, turning haunted places into tangible nightmares. But on this fateful night, nothing goes as planned. ..."

On this latest assignment, Silvia Bellini checks the scribbled address in her personal notebook and, then, sets off for her destination. It seems that San Paolo De Rosa of Firenze (or under its English translation: Florence, Italy) is the site of a former performing arts academy. In recent times, construction efforts there have ceased due to "paranormal events". The sightings have escalated so much so, that workers have feared for their safety.


In Evil Tonight, gifted psychic, Silvia, enters a scary, haunted realm and must exorcise, Violetta, the tortured spirit whose at the center of the disturbance.
In Evil Tonight, gifted psychic, Silvia, enters a scary, haunted realm and must exorcise, Violetta, the tortured spirit whose at the center of the disturbance.

When the situation calls for extreme measures, "Who you gonna call?" No... not———— or even an ordained priest, but, instead... Silvia, self-proclaimed "future model and renowned actress"—among other things. Not one to take herself too seriously—except for when it comes to her looks and, most importantly, her supernatural gifts—this is, precisely, the type of case that is in Silvia's bailiwick.

In psychic circles, Silvia's mental aptitude and mystic might are unmatched, and they serve her well in her duties. Maybe a little too well... in the instance of her involvement with this San Paolo De Rosa matter, when she seeks out the specific points of "malice" emanating from the abandoned location and performs her "materialization ritual", something goes terribly wrong: her powerful, esoteric ceremony inadvertently draws in a small group of unwitting (and unwilling), innocent bystanders.

To their dismay, this congregation of confused pre-teens have just been sucked into an alternate dimension. Unbeknownst to anyone at the time, they just happened to be exploring the very same ruins of the once-glorious, old school grounds for a somewhat similar reason that Silvia was there for. This is slowly revealed at a later time, as the game's on-the-surface shallow—but, in reality—deeper plotlines start to unravel later in gameplay.

Now, Silvia's mission is magnified fourfold, as she has to try to track down all of the wandering children (Dino, Bianca, Pepe and Carlotta) and help transport them back home. The key to escape, however, is finding the source of all of the negative, spectral energy and safely purging it.

Evil Tonight has beautiful pixel art.

Evil Tonight has beautiful pixel art.
The stunning artwork and graphical detail of Evil Tonight are sights to behold... from the lively bustle of tourists in the sunshine to the scary shadows and lightning flashes in the dead of night.

For lesser mediums, this would be too much to overcome; but for our prematurely silver-haired Silvia, she is up for the task and more than able to hold her own.

Once the newly-materialized, ghostly dwelling takes shape and her dizziness subsides, Silvia is ready for action. Upon some early exploration through the spooky halls and a little, detective work with an emphasis on solving puzzles (all being core elements of the gameplay in Evil Tonight), Silvia discovers that one, Violetta Carbone, a former student of dance at the academy, is at the center of the ghoulish disruptions.

It becomes an epic battle, not unlike a recital on a grand stage, for Silvia to try to evict this angry and unfriendly entity from this cursed place.

Convincing Violetta to find peace by passing over to the "other side" will not be an easy feat to accomplish, though. In the meantime, while outside of the safety of our world, Silvia is tenacious, powerful enough—just like Violetta—to conjure up weapons for protection in this high-stakes form of spiritual warfare.

Silvia begins the game armed with a Knife for close-range attacks, and a Handgun that packs a wallop that can strike down accursed apparitions from across a room or from a safer distance, down a long, shadowy corridor.

But, unlike many action games where the protagonist has an unlimited amount of energy and a never-ending supply of ammunition, Silvia is mortally-bound to and grounded by some sense of limited resources, just like in our real-world reality.

In Evil Tonight, items or places that sparkle are important.

In Evil Tonight, items or places that sparkle are important.
Be sure to look for glints of light or sparkling items. They bring a little brightness to the darkness by drawing Silvia and the gamer's attention to useful items, like ammunition, health, things to interact with and required items that will let Silvia progress.

Instead of being able to just vigorously and aggressively swing her knife, there is a stamina bar that will deplete from too much slashing or from too much dashing—that is, leaping away to dodge enemy contact. Silvia must pause to take brief breaks to catch her breath and regain her strength.

(Of course, during Silvia's cooldown period, she is rendered briefly immobile and her guard is let down, so she is more at risk to take damage. However, it is important to note that you can use the Run command freely without affecting Sylvia's stamina, making for an ideal strategy for survival.)

And because there is only a finite amount of ammunition (much of which is hidden, so it really pays to be observant and to try to search rooms thoroughly and push larger items... More about this soon.), the game generates a strong sense of survival horror action—as you must choose fight or flight, and must learn to know when to conserve your weapons that fire (Handgun, Crossbow, Shotgun and Machine Gun!) and when to use limited healing items (Apples, Tonics, First Aid Kits) and other supplies.

This really amps up the survival factor, making every action and decision feel weighty and tense—at a moment, you can lose it all. (Well... sort of. There is no Auto-Save function available. However, there are a number of Save Points in rooms scattered about, so losing progress is a risk—only if you choose not to save often.)

A unique battle system—in combat mode—allows you to cycle through your weapons on-the-fly, while being able to run to sprint past or elude ghosts—all without pausing the game or having to leave the live action on-screen.

If Silvia chooses a firearm, AIM MODE activates, giving her the freedom to either face and lock in on the closest target in the Automatic setting, or to aim freely with Manual control.

These choices shape your plans of attack, as you must, oftentimes, make real-time, reflex-speed decisions upon being ambushed by surprise: by either agile or long-range attack, by enemies with short windows of vulnerability, by nearly-invisible enemies or by terrifying jumpscares. Thankfully, the game's control system is tight and responsive, making for an enjoyable romp through this apparitional academy... well, at least, as much fun as one can truly have while trying to survive a stay in a deadly, haunted house.


                                        

As you recall, Silvia materializes in this netherworldly vision of the school—one that is built on the fragile, fragmented memories and strained emotions of a deeply-conflicted, confused and tormented soul. This setting really allowed for the game's creators to conjure up a twisted playground of horrors, shrouded in murky shadow and mystery... a place begging to be explored.


There are frequent Save Points stashed away in some of the campus' various rooms (like a Bedroom, Shed or Office, for instance). Depending upon the difficulty setting you choose, saving can rejuvenate your health levels (in Casual mode) or not.
There are frequent Save Points stashed away in some of the campus' various rooms (like a Bedroom, Shed or Office, for instance). Depending upon the difficulty setting you choose, saving can rejuvenate your health levels (in Casual mode) or not.

Boarded-up and broken windows serve as uninviting signs for Silvia's arrival. In between the intermittent flashes of lightning from a storm that ravages on with a cold, persistent rain, scant sources of incandescence throw erratic flickering of light that dances and plays in the shadows of the dank, darkened halls.

Heightened senses tingle in this setting where classrooms, shop classes, dressing rooms, restroom stalls, dormitory quarters, maintenance sheds and spaces, infirmary wards and gated gardens feel very unsettling, and a subtle soundtrack simmers almost inperceptibly below hearing level—intensifying the atmosphere with oddly-unfamiliar sounds mixed in. The imagination can truly run wild under these circumstances.

Being that this is a corrupted version of what used to be a center for performing arts education—there is quite a queer collection of the curious and the creepy. The tools of the trade, like mannequins, statues, busts, costumes, masks, paintings, display cases, various props used on stage and in plays... have all been equally recreated in a twisted manner: headless and smashed dolls with splashes of intentional, easily-misinterpreted color; possessed jack-in-the-boxes; unfortunate, taxidermy animals and mounted heads; jesters whose ideas of fun and games are anything, but.

Murderous maids, still making their rounds, attack with blades that strike with a blinding flash and slash. (Unexpectedly, there's even a Japanese-inspired space with perhaps, theater actors or geisha-like spirits on patrol... with seemingly-endless supplies of bombs tucked beneath the flowing fabric of their kimonos! Beware!)

Nothing is as normal as it seems in this dangerous dimension, so Silvia has to stay on high alert. While trampling through the disarray and disrepair, making your way through the mystery, you never know when you may be met with squeals of wicked delight or bouts of taunting, maniacal laughter or what inadvertent action or movement you may take that may activate other nasty, little surprises from the malevolence within. . . but we will save those for you to summon up the courage to experience on your own. (Suffice it to say, jumpscares are a staple for the survival horror genre.)

Aside from the confrontational encounters that Silvia faces, the fear factor is boosted by the environment, as well. Although Silvia's calming presence pierces the darkness with a faint, diffuse glow, it is not enough to fully illuminate the gloom.

Besides the soaking rain, lightning bursts and dense, cloud cover and thick fog, sometimes the top-down vantage point that the game is displayed in, has architectural features, like archways, that may obfuscate your sight line - adding to the unease and anxiety. These replace the forced nuisance of fixed, camera angles that, oftentimes, "artificially" elevated the severity of the situation in other older games in the genre.

Silvia is a more-than-able, battle-tested heroine, but she and you—as her guide—will be put to the test against this estate's hostile phantasms and maze-like layout of locked doors and passageways impeded by head-scratching riddles. Furthermore, the game's realistic limitations impose a depth of strategy, as the need to balance item/resource management against human frailty and vulnerability plays a crucial role for Silvia's survival outlook.


                                        

Besides action components, exploration and puzzle-solving are equally important in Evil Tonight.

There are many hidden items and secrets to help Silvia in Evil Tonight. If you see any suspicious, scratch marks on the floors or ground through the fog and murky shadows, be sure to have Silvia push any heavy objects aside. She will be rewarded.
There are many hidden items and secrets to help Silvia in Evil Tonight. If you see any suspicious, scratch marks on the floors or ground through the fog and murky shadows, be sure to have Silvia push any heavy objects aside. She will be rewarded.

Silvia has to face down Violetta's inner demons, as she progresses through the distorted academy, scouring the campus and grounds... scrounging and collecting clues and vital items (like a Screwdriver, Axe (oddly not usable on enemies), Fire Extinguisher, Fuses and more) that not only equip and fill up her supply bag, but that also, backfill the backstory of our tragic, phantom mistress.

As we solve more of the game's devious riddles, we find random, loose pages from Violetta's personal diary strewn about. With each new discovery, intimate details are revealed about her personality, her insecurities, her motivations and the eventual, unfortunate demise of this unfriendly, ghostly hostess during her living years.

Gathering these torn, diary pages, not only progresses the game's plot, but it fleshes out our poltergeist... evolving her story, causing the player's original feelings of disdain, fear and loathing to soften to compassion, sympathy and pity by game's end.

We begin to understand the root causes of why this once-dignified and vaunted place has undergone such a frightful transformation, changing into a scene of haunted, residential halls and fallen, abandoned school premises. In this eerie, altered state, the quiet and uneasy stillness is disturbed—for evil does not rest here... it is lurking afoot.

This once-proud, scholastic residence is now a walking, waking nightmare of evil—though, thankfully in this iteration, without "tank" controls and blindside cameras... but still feeling strangely familiar with its tense claustrophobia and the occasional jump-scares to raise your heart rate enough to make your heart jump out of your skin.

The prime and sole "resident" of this forsaken space seems to emanate a particularly violent and vindictive evil.

Evil Tonight has beautiful pixel art.

Evil Tonight has beautiful pixel art.
Violetta Carbone begins the game seemingly as just another one-dimensional villain, but as Silvia feels her way throughout the plot, the plight and character of Violetta becomes much more complex.

In life, she was Violetta Carbone, a talented performer from humble roots, who had to fight and scrap harder than all of the other young ladies in the academy for every bit of respect she earned... mustering all she had to stand alone against the privileged ones' prejudices and judgmental eyes, and their cold, envious sneers, snickers and whispers. But, in this twisted space, she is finally holding residence and court as belle of the ball... but with a distorted perspective tainted by evil.

Violetta holds on to strong, vengeful emotions towards any perceived invaders in her space because she still feels those insecurities from life. She is unaware of the fact that she does not belong in this realm anymore—that she has passed away—and that Sylvia is serving as the channel that is here to try to help her "cross over" from this fictional figment of reality that isn't really there anymore.

This telepathic tug-of-war infuriates Violetta ever more with each ensuing encounter. Violetta manifests herself four times throughout the game... each time, eclipsing the strength and wrath of her previous incarnations.

At this point, you may have noticed a number of purposefully placed, successive references to "residents"/"residence" and "evil". Following these rather obvious breadcrumbs, you may have surmised hints at another survival horror, action game of historic significance. If thoughts of the game and series, Resident Evil, came to mind, your deductive skills proved superb.

Evil Tonight has more than a passing, uncanny resemblance to its older sister of scares. Capcom's original Resident Evil title (Sony PlayStation, Windows, 1996) is the grande dame of the survivor horror genre, establishing many of the common tropes that still jump-scare up interest even to this day.

Let's take a closer look at the pair to see some of their similarities and some of the inspirations that sparked the attention of Evil Tonight's creators:

Resident Evil vs. Evil Tonight - The Similarities and Inspirations -



- Similarities & Inspirations -


(NOTE: Spoiler alert - to see any spoiler information below, simply hover over any text areas that look like this: TEST SPOILER TEXT HERE.)

Resident Evil

Resident Evil Inventory of Jill
Screenshot of Resident Evil - Jill's Inventory
Evil Tonight full poster

Evil Tonight Inventory of Silvia
Screenshot of Evil Tonight - Silvia's Inventory

Weapons

Shared set of weapons:
  • Combat Knife
    Combat Knife
  • 9mm Hand Gun
    9mm Hand Gun
  • Shotgun
    Shotgun


  • Knife
    Knife
  • Handgun
    Handgun
  • Shotgun
    Shotgun

Ammunition:
  • Clips
    Clips
  • Shells
    Shells
  • Magnum Rounds
    Magnum Rounds


  • Handgun Bullets
    Handgun Bullets
  • Shotgun Shells
    Shotgun Shells


Inventory

Notebook:

From the original manual: "As you explore, you will discover notes, messages or other information that will automatically be filed in your character's notebook."



From the description in game: "While exploring, I write important clues here. Sometimes I draw things too, even though I'm not good at it, but I don't care since these notes are just for me anyway."
  • Notebook
Large Health Item:
  • First-Aid Spray
    First-Aid Spray

  • First Aid Kit
    First Aid Kit

Smaller Health Items:
  • Green Herb
    Green Herb
  • Red Herb
    Red Herb
    (* Green Herb is boosted when Red Herb is mixed with it)


  • Apple
    Apple
  • Tonic
    Tonic

Keys (Shared types/names):
  • Small Key
    Small Key
  • Sword Key
    Sword Key

  • Small Key
    Small Key
  • Key Of Swords
    Key Of Swords
Slides:
  • Slides for projector
    Slides
  • Jill using the Slides on a projector
    Jill using the Slides on a projector


  • Slide for projector
    Slide
  • Silvia using a Slide on a projector
    Silvia using the Slides on a projector

Diaries:
  • Keeper's Diary
    Keeper's Diary

  • Diary Pages of Violetta
    Diary Pages
Gems or Jewels:
  • Blue Jewel
    Blue Jewel
  • Red Jewel
    Red Jewel
    (Used in a puzzle involving an animal statue)

  • Huge Gem
    Huge Gem
    (Used in a puzzle involving an animal statue)
Sheet Music:
  • Music Notes
    Music Notes
  • Jill at piano
    Jill at the piano


  • Musical Score
    Musical Score
  • Sylvia at the piano
    Silvia at the piano

Other Similarities

Setting:

A spacious mansion and its surrounding grounds with several rooms and floors to explore, puzzles to solve and enemies to fight or flee


A spacious performing arts academy and its surrounding grounds in a haunted dimension with several rooms and floors to explore, puzzles to solve and enemies to fight or flee
Game Over Screen:
  • YOU DIED
    YOU DIED (in garish, blood-red, animated sequence)

  • YOU ARE DEAD
    YOU ARE DEAD

Mechanics/Controls:

From the original Sony PlayStation manual under the SPECIAL CONTROLS (DEFAULT) page:

"CHECK ITEM
Same as ACTION (X Button). If you press X during game play, your character will check the object in front of him/her. A message will appear to let you know what you found. If there is nothing there, no message appears. This control also opens doors and talks to other characters."

"RUN
Hold Button, then press Directional Button..."

"PUSH ITEM
Some items can be moved by pushing them. ..."




From Silvia's SURVIVAL MANUAL under the SECRETS tab or page:

"Look for scratches on the floor to find pushable objects. Don't forget to examine everything to locate secret hidden objects."

   A Confirm/Examine (BASIC CONTROLS)

   Y Run (BASIC CONTROLS)

Use Of Puzzles And Riddles:

[some are used, such as Large Gallery (arrangement of paintings from "newborn baby" to "bold-looking old man"), Music Notes (piano riddle) and Red and Blue Jewel (placement in Tiger Statue)]


Several used; some of which are similar to Resident Evil's. For help in solving them, CLICK HERE.
Mazes Mazes [Garden Key access and Vent access]
Jumpscares! Jumpscares

In stating the comparisons above (↑), though, we do not mean to diminish the original premise and ideas, nor the degree of fun and quality that are found in Evil Tonight. In actuality, Evil Tonight really stands out on its own merits and deserves more than to just be relegated as an inferior clone. Although Evil Tonight really looks up to her older sister, she is her own independent person and stands out more from just being a young stepsister taking baby steps, hiding behind her sister's imposing stature and reputation.

DYA Games is the small studio responsible for Evil Tonight. Based out of Spain, DYA Games took a D.I.Y. (Do It Yourself) approach, using GameMaker Studio 2 software to catch that independent spirit without the backing of corporate giants or crowdsourcing. The D y A, or Daniel y (Spanish for "and") Alberto Vilchez (presumably the explanation for the company's name [???]), are siblings, whose brotherly love extends beyond their kinship to a clear passion for and patience to pursue pixelated perfection.

Their game feels like it could have been a natural entry from the SNES (Super Nintendo) or Sony Playstation libraries. It takes graphical inspiration from some of the stronger, popular titles of those eras (Mega Man X series, Chrono Trigger, Final Fantasy series, among others), and infuses anime or manga through portraits of the characters. Complete with large, expressive eyes and emotive, facial animations, each pixelated instance is bursting with personality and sparkle, reminiscent of the Metal Slug series, as well. In dialogue boxes, animated text in conversations (like wavy motions or agitated, jittery phrases) punctuate emotions that normal type just can't deliver.

With such beautiful, pixel art rendered in a pseudo-3-D, or isometric, manner, one may assume that Evil Tonight wouldn't be scary... but, one would be wrong! The game's enchanted setting; masterful use of lighting (and lack thereof!); genius use of a subtle, yet tense, soundtrack with effective sound effects; surprise attacks—and YES! those bedeviled jumpscares—add a legitimate feel of immersion, dread and tension. With excellent game design and writing, no matter what the limitations of the technology used... atmosphere can be conjured out of pure imagination.

Silvia, a medium with a more-than-enough-to-pass-around sense of her own 'hotness', playfully brings levity to the heavy, oppressive tone of the horror and adds a nice counterpoint to offset the fear and dread of exploring this creepy, twisted dimension.

Evil Tonight has beautiful pixel art.
Silvia, a medium with a more-than-enough-to-pass-around sense of her own "hotness", playfully brings levity to the heavy, oppressive tone of the horror and adds a nice counterpoint to offset the fear and dread of exploring this creepy, twisted dimension.

Sure, it wears some of its Resident Evil inspiration on its sleeves, but Silvia's self-professed "hotness" re-fashions it and wears it well with her own fresh, cute style full of sass and a flair of levity and sarcasm.

It has enough appeal for the SNES/Genesis/Mega Drive and Playstation fans (who may enjoy, pulling out graph paper and polishing up their old school, mapmaking skills like back in the day, while gushing over the lush, detailed graphics and clever collection of brainteasing puzzles (many of which change-up per new game!)).

But, at the same time, today's gamers can enjoy a glimpse of yesteryear with a fine polish of modern comforts and sensibilities that help wipe away the cobwebs and buff out the tarnish of brutal, often unfair, difficulty spikes and archaic limits in gaming technology, programming and design ideas.

It is a shame that Evil Tonight—as well as DYA Games' other set of lovingly-crafted games—has seemed to have been hidden away from many consumers—just like so many secrets obscured by the fog and stormy night of the game's setting.

It truly is a spine-tingling romp that feels like a blast from the past without feeling too punitive. It has that great tension of a survival horror with mystery around every dark corner, but without all of the gore and disturbing imagery. And it can be played as a fun, action game, with touches of stealth, narrative, puzzle and strategy (resource management) elements in one sitting or more deliberately paced over a few hours of play with variable difficulty settings. All of these reasons help make Evil Tonight, a great game choice that is "good today"!

b. jones © 2025, 2026

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+'s vs. -'s

PROS:
  • beautiful, pixel art full of details
  • atmospheric soundtrack with ambient sounds that set the gloomy tone
  • several, clever puzzles to figure out (that actually reset upon subsequent plays)
  • good controls with an option for Manual or Automatic Aim
  • surprisingly bittersweet revelation of the plot, slowly revealed
  • relatively short time of play (could be a pro or con)
CONS:
  • no map
  • NITPICKING - Silvia's dialogue can come off as silly, flighty and, at times, inappropriate to the children/young teens she interacts with
  • NITPICKING - noticing scratches on the floors and ground can be tricky to see
  • NITPICKING - knowing where doors are located can be tricky

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If you like Evil Tonight, perhaps you would like these titles:

  • Viviette [SWITCH, PC]
    (a precursor of sorts produced by DYA Games, it shares a similar horror vibe, along with several other elements and shows some of the characteristics of the company's stylistic approach to gamemaking)

  • Resident Evil [PLAYSTATION, PC, SEGA SATURN, NINTENDO DS, PS4, PS5]
    (essentially, the forefather of the survivor horror genre; everything from its environment (mansion rooms); resource management (limited supplies); puzzles and sense of dread around every corner)

  • Silent Hill [PLAYSTATION]
    (another classic of the survivor horror genre; everything from the oppressive atmosphere and limited light; usage of fog; puzzles and sense of psychological horror)

  • Signalis, Crow Country, Alisa, Conscript [various];
    (a number of survivor horror titles from the recent indie scene with similar, retro, aesthetic feelings of fear, dread, exploration and puzzle-solving)

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Secrets & Tips for Evil Tonight

SAFER WAY TO DEFEAT SOME ENEMIES

As Silvia hunts down Violetta in her haunted realm, she will find herself encountering numerous foes. The sheer number and aggressive nature of Violetta's paranormal pursuers can feel overwhelming. However, there is a strategy that can help you to survive.

In many areas, Silvia can hide behind a "buffer", such as furniture, fencing, hedges, lightposts, flower pots, etc. These physical barriers can provide a safe space between herself and enemies. While in this safer position—with some patience and the right alignment and timing—Silvia's Knife can strike down many attackers.

This strategy can prevent you from using up valuable shells and bolts, as well. (NOTE: You still may have to be aware of enemies that fire at Silvia because some of those shots may not be absorbed by the blockade.)


Sylvia can shield herself from attack, while positioning herself to damage enemies. Sylvia can shield herself from attack, while positioning herself to damage enemies.


Near the game's end location (at the Theater entrance), Silvia can deploy the strategy to defeat the two, powerful, vampire-like foes that fire streams of bats guarding either side of the stairway leading to the entrance.

After defeating one, Silvia can go down to the Save Point (Office) in the Main Hall below to safely save her progress and restore her life (if the easiest setting of Casual is being used). (If not, it still is crucial to save your game here.)

Then, she can defeat the remaining enemy of the set before entering the Theater.


Sylvia can shield herself from attack, while positioning herself to damage enemies. Sylvia can shield herself from attack, while positioning herself to damage enemies.


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QUICK WAY TO RECOGNIZE DOORWAYS

There are many areas within the shadowy corridors of the San Paola De Rosa Academy that seem to lead to new passages. However, when you are in a frantic sprint, attempting to flee from one of Violetta's monstrosities, it may not always be clear as to where or what exactly is an actual doorway. See below for help. ▼

Just look for a set of gray squares on either side of where a doorway seems to be. If they are there, it is a door; if not, avoid it. (Check out the images below and take note of the actual doorway, which has the flashing, red squares to help distinguish the difference.)

Silvia can shield herself from attack, while positioning herself to damage enemies.

In Evil Tonight, doorways have squares positioned on either side of the door frame.      In Evil Tonight, if there are no squares on each side of a presumed door, then it is not a doorway.


RETURN TO PROGRAMMING/DEBUGGING SECTION OF 1UP RATINGS SCALE
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ALL PUZZLES WITH HELP AND SOLUTIONS

Evil Tonight does a great job at balancing the gamer's reflexes during its battle sequences and action, with the gamer's creative problem solving and memory skills to advance during its riddles.

There are, at least, eleven, major puzzles that we will do an overview of here. (NOTE: The puzzles and solutions pictured here may differ during your gameplay because they are randomly generated each game. However, the general ideas for solving each still stands.) Let's start ▼:


Puzzle #1 (Students' Residence Key)
Location: Left of 1st building's entrance
in gated courtyard

Picture of location of Puzzle 1 in Courtyard at start of the game.
Click here for solution help






Once the angel statue is engaged, Silvia will find a set of statues with geometric shapes atop each one.
After Silvia examines the praying, angel statue, she will notice a square grid carved into the bricked-over ground behind her. A set of stone pedestals with geometric shapes atop each one can slide within its grooves. At certain points, there are shapes etched upon the ground. Can you figure out what to do next? If not...

Click here for solution (SPOILER)



Silvia must manipulate and move the stone, sculpted shapes into each corresponding shape on the ground.
Silvia must manipulate and move the six, stone, sculpted shapes into each corresponding shape on the ground.

Once every shape is matched, Silvia will receive the Students' Residence Key from the angel statue.
Once every shape is matched and set in place, Silvia will receive the Students' Residence Key from the angel statue.

Students' Residence Key

Click here to hide solution



Puzzle #2 (Key Of Coins)
Location: Dressing Room
(Second, main building)

Picture of location of Puzzle 2 in Dressing Room.
Click here for solution help






A small, blue chest with a set of six numbers can be found in the Dressing Room. This room is located in the second, main building (the large one south of the Students' Residence), down the hallway of the bottom-right door within.

One of the six scraps of paper with numbers that are used to figure out the combination. One of the six scraps of paper with numbers that are used to figure out the combination.
One of the six scraps of paper with numbers that are used to figure out the combination. One of the six scraps of paper with numbers that are used to figure out the combination.
One of the six scraps of paper with numbers that are used to figure out the combination. One of the six scraps of paper with numbers that are used to figure out the combination.
The Dressing Room is a tough room to encounter early on. Aggressive maids with knives guard the way. Silvia searches the spacious area to find six scraps of notebook pages with numbers scrawled across them.

Once the correct numbers are entered, the chest will open and Silvia will receive the Key Of Coins.
Each set of numbers on the torn notebook pages has one, correct digit. Take note of the position of each number on each sheet. Can you figure out which number is important per card? If not...

Click here for solution (SPOILER)



On each card, one of the six numbers is in BOLD (or it may be the lightest digit—the only one, not bold or darkened, depending upon the randomness of the puzzle that you receive during your gameplay). Note the position of the bold number (or the single, lighter text, mixed in with all darker digits) and place that number in the corresponding place in the combination on the chest. For example, if a card reads 123456, the third position in the combination will hold the number 3... and so forth, for each of the other five cards.

Key Of Coins

Click here to hide solution



Puzzle #3 (Garden Key)
Location: Game Room Building
and courtyard with ballerina statues

Picture of location of Puzzle 3 inside Game Room Building.
Click here for solution help






The five, ballerina, dance poses found beneath the angel statue.
Inside the building that contains the Game Room, there is a statue of an angel holding a bowl. Beneath it, there is a pedestal. Engraved upon that pedestal are images of ballerinas.

Outside the building, there are five ballerina statues, each in a dance pose. Hmmm...
Immediately outside the building, there are five statues of dancers in various poses. Carefully take note of the position of each ballerina pose. Can you figure out which order the various engraved, ballerina poses go on the pedestal inside the building? If not...

Click here for solution (SPOILER)



Pay close attention to each of the ballerina statues outside. (Be sure to look at them closely when the lightning strikes because it illuminates them better.) On each platform or pedestal that all five, posed ballerinas stand, there is a random number of squares (from one to five) that can be seen etched in the stone.

Outside the building, there are five ballerina statues, each in a dance pose. Check the red, circled areas to see the number of squares on each.

Note the position of the dancer and the number of squares. Inside the building at the puzzle, place the corresponding dance pose in the right order from one to five to solve the riddle.

Garden Key

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Puzzle #4 (Key Of Cups)
Location: Room of 1st Encounter with Dino
(Students' Residence)

Picture of location of Puzzle 4 inside the room where Silvia meets Dino for the 1st time, above the Reception Room.
Click here for solution help






Notice the floor with a geometric pattern of tiles behind Silvia.
Inside the room that Dino runs to after Silvia defeats the Maid who is threatening him (above the Reception Room or room with the Student Registration book), there is a floor with a geometric pattern of tiles. In front of this floor, there is a board with a missing, ceramic piece that is mounted on the wall. (The floor will be behind Silvia when she is facing the board.)

Silvia will need the Squared Piece that she found earlier in the room across from the broken window where the Grappling Hook is used.
Silvia will need the Squared Piece that she found earlier in the room on the second floor of the second, main building across from the busted window where the Grappling Hook is used.

Silvia inserts the piece into the board and then awaits her next step.
If she has the piece, insert it into the board. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Pay close attention to the geometric layout of the floor pattern behind Silvia. Memorize it and rotate the pieces in the board, until they have the same design as the floor.

The pieces can be rotated to any direction desired.

To solve this riddle, the pieces in the board have to be rotated to match the floor pattern behind Silvia.



Key Of Cups

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Puzzle #5 (Fuses)
Location: Gallery Room of Painted Portraits
(Second, main building)

Picture of location of Puzzle 5 inside the Gallery Room.
Click here for solution help






Notice the area for a missing painting in the middle of the wall here.
In the second, main building, there is a room of portraits in the corridor that leads from the upstairs right door from the main lobby with the large ballerina statue.

Inside this gallery, there is a "beautiful angel carved in white marble". A quote, "It all began in youth", rests on a pedestal beneath the statue. On a raised stage behind it, there are four portraits hanging on the wall with a fifth empty space reserved for a painting, resting in the middle position.

Silvia will need the Artist Portrait that she found earlier in the room where she found Pepe crying.
Silvia will need the Artist Portrait that she found earlier in the second, main building in the room where she found Pepe crying. (It was accessed by placing the Unicorn Head on the headless horse statue in the room of extinguished torches, hidden behind the sliding shelf in a room found in the lower-right corridor of the second, main building.)

The oil paintings all show performers of different ages.
When Silvia examines the portraits on the wall, she will remark upon the ages of each performer. If she has the Artist Portrait, place it into the missing painting space.

All five paintings are now on the wall.
Buttons appear under each of the five paintings.
A set of buttons appears and activates beneath each picture. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Look closely at the dates or life span beneath each portrait. Determine the age of each performer by subtracting the birth year from the death year. Take note of each age.

Use the buttons below each picture to position each portrait from youngest to oldest from left to right.

Once the correct order of ages from  youngest to oldest are set, a mechanism will click allowing Silvia to receive the Fuses.

When done correctly, a mechanism will go off in the room. Silvia must walk over to the statue at the far right of the large room and retrieve the Fuses from the statue's open hand.

Fuses

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Puzzle #6 (Access to New Area)
Location: Locked Garden Maze

Picture of location of Puzzle 6 - the spiked gate blocking exit from the Garden Maze.
Click here for solution help






An old gate blocks Silvia from exiting the Garden Maze.
Silvia will need to enter the Garden, but there is a locked gate.

If Silvia has the Garden Key, she can enter.
If she has the Garden Key, she can gain entrance. (This is a reminder that Puzzle #3—the one that involves the Game Room and dancing, ballerina, statue poses—rewards the Garden Key.)

Once inside the maze, Silvia will have to fight a tough foe that can quickly defeat her, if she isn't ready for battle.
Once inside the maze, Silvia will have to avoid spiked plant growths and other enemies, as well.
Once inside, she finds out that the garden is a maze guarded by the game's toughest enemy, aside from Violetta. This large, plant-like creature aggressively stampedes Silvia with powerful charges, then quickly disappears only to re-emerge at different spots within the gated territory. Once he is dispatched, there are still several sprout-like foes and rapidly growing plant-like tentacles trying to block Silvia's advance. Proceed with caution.

There are four statues that must be lit in the Garden Maze.
There are four statues that must be lit in the Garden Maze.
While working her way through the hazards of the maze, Silvia will find four, robed, female statues with their palms extended. A sparkle of light will shine on each, beckoning Silvia's attention. Can you figure out what to do next? If not...

Click here for solution (SPOILER)



Each statue has to be lit, but there is one caveat: all four have to be lit up in a specific order that is randomized per game file. Use trial-and-error and approach and light each statue until all four are aglow. (If you light the statues out of order, each one will extinguish their flames and you'll have to try again in a different order until you succeed in finding the correct order.) When all four light up, a fence will lower. This will unlock your path forward to a new area to explore.

When all four statues are lit in the correct order, a fence will lower, opening up a new area.

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Puzzle #7 (Fire Extinguisher (Refilled))
Location: Electrical Room (first), then Boiler Room
(Back Alley)

Picture of location of Puzzle 7 inside the Electrical Room in the Alley.
Click here for solution help






The power generator is deactivated.
There is a missing flow of electric current.
The Electrical Room is located in the northern reaches of the academy. After making your way through the Garden Maze, this room lies in the Back Alley, just through the top doors leading out of the Japanese-themed area.

Inside the Electrical Room, Silvia will find a deactivated power generator.

There are missing fuses... perhaps Silvia has found some.
The Fuses that Silvia retrieved earlier will be handy for the power generator.

What?! The fuses didn't activate the power generator. What is wrong?
Now, with the Fuses connected, the power generator still isn't working. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Look closely at the panel. At the far right of each row, there is a number in red. At the bottom of each column, there is a number in red.

The key here is to reposition the fuses until each column and row ends with a green number. This can take a bit of trial-and-error, but when successful, the generator will power up the electrical system.

Lining the fuses up in the correct alignment can be tricky, but when it is done, the last row and column of numbers will turn green.

Now, Silvia has to exit the Electrical Room (Be careful to avoid the electrified, grated floor panels!), return to the Alley and travel right to the dead-end. Once there, go down to enter the only door there.

After getting the fuses aligned properly, exiting the Electrical Room and finding her way through the Boiler Room, Silvia can finally refill the empty Fire Extinguisher.

Once inside this Boiler Room, Silvia will have to turn valves to stop various jets of hot steam from blocking her path. She needs to work her way down to the left-bottom of the large, maze-like room. Along the way, there will be a few powerful foes that spew fire. Either try to evade them or defeat them. Once she reaches her target, she'll find a machine that will recharge her Empty Fire Extinguisher. Refill it!

After getting the fuses aligned properly, exiting the Electrical Room and finding her way through the Boiler Room, Silvia can finally refill the empty Fire Extinguisher.

(Note: The Fire Extinguisher (Empty) was originally found in the Infirmary Ward of the Students' Residence. To access that room, the Key Of Swords was needed.)

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Puzzle #8 (Huge Gem)
Location: Sewing Room
(Second, main building)

Picture of location of VHS Tape inside locked drawer in Film Editing Room.
Click here for solution help






What's that spark? Silvia may search the drawer next.
Inside of a room with many reels of film (found in the farthest right, top set of double-doors at the end of the Back Alley), Silvia will find a locked drawer.

If Silvia has the Small Key, it may prove useful.
Silvia will need the Small Key that she found earlier in the Locker Room or storage room with several lockers. To access this Locker Storage Room, Silvia needs the Key Of Clubs.

The Locker Room is located in the second, main building in the corridor that leads from the bottom right door from the main lobby with the large ballerina statue. Once inside the room, the Small Key will be in the rear, right corner inside the card catalog drawers.

A VHS Tape is inside the drawer.
Back to the Film Room, if she has the Small Key, it will unlock the drawer. Inside is the VHS Tape.

Silvia can use the video player to watch the VHS Tape.
Now, Silvia will need to find the Video-Editing Room (located in the second, main building in the top-right hallway), defeat the enemies there and then look for the Video Player. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Use the VHS Tape on the Video Player. Silvia will see a jumbled set of letters flashing randomly on screen.

There is a scramble of random letters on the screen.

She will carefully record four groups of repeating sets of letters into her Notebook.

Silvia recorded the sets of letters into her Notebook.

Now, Silvia will need to find the Sewing Room. It is located in the second, main building (again), but this time, in the corridor that leads from the upstairs or top left door from the main lobby with the large ballerina statue. The Key Of Clubs will unlock the door.

Once inside, Silvia will find the ornamental chest of bronze and brass, resting on a countertop on the left side of the room.

Silvia needs to return back to the ornamental chest in the Sewing Room.

Using her notes from the viewing of the VHS Tape, Silvia can enter each of the four-letter rows she recorded, until she finds the correct combination that will open the chest. As a result, she will receive the Huge Gem.

Open Sesame!



Huge Gem

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Puzzle #9 (Musical Score)
Location: Classroom (first), then Teacher's Office
(Second, main building)

Picture of location of Puzzle 9 inside Teacher's Office in second, main building.
Click here for solution help






Inside the Large Classroom, there is a calendar on the wall.
If Silvia examines it, she will notice a number of circled dates.
Inside the Large Classroom (located in the second, main building in the bottom left hallway from the main lobby with the large ballerina statue... the Key Of Clubs unlocks its door), Silvia will find a calendar on the wall. Upon closer inspection, she will see a number of circled dates.

Silvia takes notes in her Notebook and copies the calendar.
Silvia opens her Notebook and copies the calendar exactly as it is seen, circling all of the same dates.

Silvia will need something to interact with the sparkle of light over the stuffed bear.
Now, with the calendar copied inside her Notebook, she visits the Teacher's Office. (The Teacher's Office is in the same main, branching corridor as the Classroom and it, also, takes the Key Of Clubs.) A glimmer of light sparkles over a large, stuffed bear. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Look closely at the bear. Silvia will notice a large hole within its mouth. Could this hole hold something?

Inside the stuffed bear, there is an unusual hole that may be able to hold an item.

Silvia can search through her inventory and use the Huge Gem on the bear. It will trigger the gears within the stuffed figure to activate, causing it to move to the side, revealing an electronic safe.
Silvia can take her Huge Gem and slide it into the hole within the bear's mouth.
The insertion of the Huge Gem will cause the bear to move aside, revealing a hidden, electronic safe.

Notice that there is a column of seven, red lights running down the right side of the safe.

Now, check Silvia's Notebook, carefully examining the calendar entry she recorded recently. Notice that there are seven, circled dates—one under each of the seven days. (The initials represent the days of the week in Italian.)

Find the circled date in the first column ("L" for Lunedì or Monday in English) and carefully enter that number into the safe's number pad, then press the checkmark (""). If done correctly, the top light on the safe will light up green.

Next, move over to the second column on the calendar ("M" for Martedì, or Tuesday), enter that circled number/date into the safe, tick the checkmark ✔, check to verify that the second light turns green, then repeat until all seven, correct numbers are entered into the safe. Silvia will receive the Musical Score.

When every date from the calendar is entered correctly as the combination numbers for the safe, it will open.



Musical Score

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Puzzle #10 (Cable)
Location: Infirmary Ward
(Students' Residence)

Picture of location of Puzzle 10 inside the Infirmary Ward at the boarded-up door.
Click here for solution help






There has to be a way to get past this boarded-up door in the Infirmary Ward.
The Infirmary Ward is the area in the Students' Residence that is reserved for medical care of the ill, injured and sick in the academy. (Remember: To access it, Silvia needed the Key Of Swords.) Inside the Infirmary, there is one door that is nailed over with wooden planks.

The Axe may be the ideal item to bust up the wooden planks covering the door in the Infirmary Ward.
The Axe that Silvia retrieved earlier (from the end of the Ventilation maze area, entered using the Screwdriver on the vent inside the Messy Bedroom in the Students' Residence) will be useful for the boarded-up door.

Inside the room that was blocked off by the boarded-up doorway, Silvia finds a beautiful, little, porcelain box.
Beyond the formerly blocked door, there is a room that contains a sealed, little, porcelain box. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



Look closely at the porcelain box. There is a slider-like slit that runs across the front that has a number of tick marks that looks similar to a ruler. Notice that there is a large, tan arrow that points to one of the marks near the end.

Below the slider, there is a row of nine buttons. For every button you click, a red line moves down the slider a certain number of ticks. The trick to solving this puzzle is to click the right combination of buttons to perfectly align the red line with the spot that the tan arrow points. This may take some trial-and-error.

Once it is performed correctly, the box will open and Silvia will receive a Cable. Silvia has to click different buttons to get the red dial or line to perfectly line up with the arrow on the slider. This may take some trial-and-error.

Once Silvia lines up the arrow and the red line, she will get the Cable.



Musical Score

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Puzzle #11 (Ornamental Key)
Location: Control Room
(Back Alley)

Picture of location of Puzzle 11 inside Boiler Room.
Click here for solution help






Silvia will need to visit the room with the projector.
Silvia will need to visit the room with the projector and use it.
Inside the Projector Room, Silvia will find a projector that she can use. (To reach this room, Silvia needs to go to the bottom left door from the main hall with the large, ballerina statue in the second, main building. After entering that door, she needs to go up, left, up again and all the way to the right, where a set of double-doors awaits her at the top of the corridor at the dead end there.)

When all three Slides are used on the projector, an unusual group of symbols will be beamed onto the screen.
Silvia will carefully record the symbols into her Notebook.
Silvia will have to use three Slides that are hidden within the academy, to be able to begin to decipher this puzzle. Once she does, she will be able to sketch out an unusual pattern of lines and boxes into her Notebook.

(The Slide locations are:
  1. the amber Slide in the Prop Storage Room, opened with the Key Of Coins, found in the lower-right corridor of the second, main building;
  2. the green Slide in the Sewing/Dressmaking Room, opened with the Key Of Cups, found in the left, upstairs corridor of the second, main building;
  3. the purple Slide in the Kitchen, entering from the Ventilation area, found in the pig carcass on the carving table.)

When Silvia reaches the Control Room, she will find a machine that has its wires cut. What will she do next?
Later on, Silvia will find a Control Room. (The Control Room is the first door encountered when first arriving in the Back Alley (the top left room of the area). This door formerly had an electronic lock that was released, once Silvia used the Fuses to power up the Electronic Room nearby in the Alley.) Inside this room, there will be a machine that has its wires cut, thus making its panel inactive. Can you figure out the next steps? If not...

Click here for solution (SPOILER)



To repair the machine, Silvia can use the Cable, that she recently acquired, to patch the cut wires.

Silvia can use the Cable to repair the machine.

Now, the machine will reactivate and Silvia will be able to use its panel. The "CONTROLLO"'s set of buttons will look remarkably similar to the projection of symbols that Silvia recently drew into her Notebook.

View Silvia's sketch and click all of the corresponding boxes with the square buttons on the panel. If done correctly, the jet of hot air that is blocking the entrance to the fenced-in room on the right side will turn off.

Silvia's Notebook entry will show you which buttons to push on the panel.
Pushing the correct buttons on the panel will turn the blast of hot air off in the room.

Silvia will now be able to go into the fenced room to the right and reach the shelf within to acquire the final Diary Page and the Ornamental Key.

Silvia can now safely grab the Ornamental Key.

Ornamental Key

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RETURN TO RESIDENT EVIL VS. EVIL TONIGHT TABLE - USE OF PUZZLES AND RIDDLES SECTION
RETURN TO TOP





1UP Ratings Scale for
Evil Tonight

Presentation: 6Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 6 out of 10 for its Presentation in the www.Retro-Grades.com 1UP Ratings Table.

Evil Tonight was published strictly as a digital title, so the typical breakdown for physical titles doesn't fully apply here. However, in lieu of cardboard and paper, the game still has artwork to promote and present to its online purchasers.

As a whole, the title and title screen, while illustrated well, do not clearly give the gamer a concrete idea of what the game is about or what kind of game it is. (Could it be a visual novel, a romance or dating sim?) The three women aren't named, but two of them are the main characters, Silvia and Violetta, while there is some uncertainty about the blonde, although she is more than likely, Graziella Monti, a minor character that plays a more significant role near the game's end.

The actual name of the game is very vague and general, as well.

The game is not presented with the typical game manual, but the in-game Survival Manual in Silvia's bag is a great and original touch that does an excellent job instructing the gamer with the ins-and-outs of how to play the game.

Originality: 3Evil Tonight (Switch) gets a 3 out of 10 for its Originality in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 3 out of 10 for its Originality in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 3 out of 10 for its Originality in the www.Retro-Grades.com 1UP Ratings Table.

It shares a lot of similarities with the first Resident Evil, down to specific puzzles, item uses, items and names, mechanics, mazes, setting, etc. It may share an even more similar look and feel to Viviette, DYA Games' earlier, horror game. But, using a young heroine as a psychic or medium to travel into a haunted dimension to fight a malevolent spirit with a well-conceived and written script and story is a fresh take... especially with an original setting in Florence, Italy in present day times!

Creativity: 10Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Creativity in the www.Retro-Grades.com 1UP Ratings Table.

Usage of a number of cool puzzles and their solutions took a creative mind to develop, and creative problem solving for the gamer to figure out. Basing the game's design around a haunted, performing arts academy left plenty of freedom and leeway to create a fresh setting, delving into props and items associated with the arts (sewing, acting, dance, sculpting, music, etc.).

Programming/Debugging: 9Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Programming/Debugging in the www.Retro-Grades.com 1UP Ratings Table.

The game design is solid and well-executed without major, game-breaking flaws. Active interactions between the developers with gamers voicing concerns and criticisms (on Steam and perhaps other online forums) were met with open-mindedness and flexibility, resulting in a number of timely updates that addressed bugs and ideas that made the game more enjoyable. A true appreciation for the flow and design choices in gameplay can be gained through replays.

The controls are responsive (you just have to learn the subtleties such as paying attention to your stamina bar and the stalled recoil of the Shotgun). The automatic or manual aim choices/preferences and battle system is a major feature that separates this game from older and less fluid titles in the survival horror genre.

The UI (user interface) was made gamer-friendly with ease, convenience and speed of use in mind, as Silvia's inventory screen provided clear descriptions and large pictures of the various items collected, plus gave access to her Survival Manual that doubled as an instruction manual for the game and her Notebook, which recorded information useful for some of the game's puzzles in one, handy location.

The multiple save rooms and choices of difficulty enrich the experience and alleviates a lot of potential frustration. A lot of foresight was put into development of the various puzzles and uses for items.

If the game had an internal map, it would have improved it even more: the academy is just too expansive and similar-looking in layout to be able to recall all of the locked doors and places of note to return to. However, the developers assisted with time-saving ideas, like adding pictures and descriptions of what keys were needed for locked doors, when Silvia interacted with them.

Finally, being able to know exactly where doorways are, may be hard to discern at first from the overhead view for some. (For help with this issue, click here.)

Challenge/Fairness: 10Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Challenge/Fairness in the www.Retro-Grades.com 1UP Ratings Table.

The game has four, difficulty settings to help the gamer have the ability to choose her/his comfort level: Casual, Balanced, Hardcore and Commando (unlockable after beating the game once). Each setting is given a clear description, so that the player truly can choose the most suitable or desirable challenge he/she/they wants/want to engage. Furthermore, there are 10 available slots to save files and a number of rooms with Save Points that can and should be revisited often to save progress.

Some puzzles can be tricky, but with a discerning eye for detail, many can be solved with patience. The responsive, control scheme; consistent, hit detection and lack of performance issues provide an enjoyable and fair challenge in gameplay.

If you mismanage your resources or don't try to find the game's many hidden health and ammunition refills, the game can prove to be more difficult, but that falls solely onto the gamer's style of play and is not indicative of an unfair flaw in game design.

Replayability: 10Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Replayability in the www.Retro-Grades.com 1UP Ratings Table.

The game is fun and engaging—the mystery of what lies in the next room or behind that locked door or fence or in the shadows around that corner entice your curiosity. It doesn't outstay its welcome, clocking in at a few hours.

It grants the ability to create a number of save files and the opportunity to play on four, different difficulties (unlocking the Commando Difficulty: "Only available after beating the game once.").

There is a list of achievements to run down over various replays.

There is only one side quest to find 20 Figurines scattered about and hidden, but even that is not too obnoxious.

The number of hidden items that you can find by examining shelves or near objects/suits of armor/etc.—just out of the perspective of the gamer's view OR by pushing objects with faint, tale-tell scratches keeps interest high.

Riddles change up on subsequent replays, so the game stays fresh and challenging without rehashing the same puzzles mastered previously.

All of these factors may make replays fun for speedrunners and encouraging for completionists, checking off the achievements list.

Controls: 9Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controlsin the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 9 out of 10 for its Controls in the www.Retro-Grades.com 1UP Ratings Table.

Evil Tonight has an effective control scheme that is tight and responsive. The battle system allowing for active cycling through weapons and on-the-fly ability to choose automatic or manual aiming of guns is great because it doesn't break the flow of action on-screen.

The abilities to run and dodge are great for survival horror.

The inventory screen is well-configured with large icons and thorough descriptions and is easy to rapidly move through.

The freedom to Skip Scenes is handy for repeat plays. Being able to access a Quit Game option when the game is paused can save time.

Some settings are accessible, however, button configuration is not customizable, but the button assignments in the Nintendo Switch edition are manageable and placed or assigned well.

Graphics: 10Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Graphics in the www.Retro-Grades.com 1UP Ratings Table.

The amount of detail and intricacy throughout the school environment is mindboggling. There are so many articles of art, paintings, props, sculptures, figures, furnishings, individual room and outdoor designs, scenes, etc. There is great usage of layers of opacity and shading through fog, floating clouds and shadowy recesses, while realistic lighting effects illuminate the darkness with lightning strikes, flickering fire and even, bursts of blinding light with gunfire.

Dramatic stage sets highlight the battles against Violetta. Model/character design and anime/manga-styled portraits with cartoonish, cute designs convey emotion and expressions.

Subtle detailing in the rooms give clues that reveal what may have happened to the tragic character of Violetta (like purple puddles and spills, busted furniture and shattered glass).

Every time you replay the game, you may discover something else you missed in the beauty and the minutiae from decorative textures, patterns, tiles and rugs to appropriately themed items in specific rooms (like the kitchen, library, film room, boiler room, etc.).

Overall, just exemplary, exquisite artistry... wow! What graphical sights to behold!

Music/Sound FX: 8Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets an 8 out of 10 for its Music/Sound FX in the www.Retro-Grades.com 1UP Ratings Table.

Moody music elevates the atmosphere, bringing an unease and uncertainty to the stormy night with odd, inexplicable sounds at unexpected intervals.

The spooky soundtrack consists of incidental music with echoey, choir-like sounds stretched; soft, rising, sinister strings; muted piano; and xylophone or marimba tones adding to the dread. The volume is maintained at low levels, but spikes with occasional stabs of louder notes, adding to the apprehension. During pressure-packed fights, the music tightens up the tension and raises the pulse.

Sound effects stand out above the tense atmosphere with vivid, palpable sounds that appeal to the senses: squishy steps in the rainfall, shattering glass, crickets chirping, the swaying of a grandfather clock's pendulum, squeaky doors, creaking sounds, distant rumbles of thunder... and the occasional, guttural grunts as Silvia slices through the air with her knife or her unfortunate, last gasps as she collapses from a fatal blow.

Ending: 10Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table. Evil Tonight (Switch) gets a 10 out of 10 for its Ending in the www.Retro-Grades.com 1UP Ratings Table.

After the final, climactic clash, there is a sad, but fitting twist to fulfill the denouement. Great writing shines in the extended epilogue, bringing a thorough satisfying—if bittersweet—close with everything resolved as best as could be. The ending credit crawl showcases the talents and the game's charming and cute characters for their final curtain call.

FINAL SCORE:

85 Evil Tonight (Switch) earns a strong 85 out of 100 score in www.Retro-Grades.com's 1UP Ratings's out of a possible 100

Evil Tonight plays as a sincere homage to earlier games in the survival horror genre. Spanish, indie studio, DYA Games, created a fun, compact adventure that could have easily stood in for [fill in your favorite survival horror title here], had it been designed in 2D or pseudo-3D years ago.

Its wonderfully, spooky graphics and sounds; not-too-challenging, but satisfying puzzles; fun, engaging action; and surprisingly, deeper-than-expected plot - all lovingly packaged at an affordable price, make it an easy recommendation for hardened, survival horror fans or those of us, just dipping our toes in the pool for the first time ... with just enough scares and creepiness (without the disturbing or the gore) to make it a fun, chilling addition to your library.


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Evil Tonight

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b. jones



 

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Silvia's playful wink

Dedicated in the most loving memory of Carly-Boo for ∞ and a day