Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Very spooky, I was not expecting to be chased around by evil mannequins and jumped when I died unexpectedly. Sadly, I didn't finish the game since I got frustrated and am not very good with movement. It was on me though. If you do plan to make a full-feature game, here's what I'd recommend: 

1. Increase enemy visibility -- Either increase the store's brightness or increase the flashlight range. The current range is too short to make out enemies in time, and if your flashlight picks them up you're most likely already dead. Since that wasn't very helpful I mostly just squinted at the screen.

2. Enemy boundary detection -- Not a biggie, but an enemy phased through one of the clothes racks.

3. Checkpoints? -- For some noobs like me, adding a checkpoint at the bag location would be easier to repeat instead of having to walk through the entire store at first.

I do like the biker story going on. It's a unique approach to these types of games since it's mostly vulnerable store employees going through these events. In this game however it's a tough biker on a time crunch! Which made me feel like, "I DON'T GOT TIME FOR THIS, CARL'S WAITING FOR ME OUTSIDE AND I'M LATE TO MY MEETING!".

Great job! I look forward to seeing your future games!

Thank you for playing!
1. That is helpful to know, with the playtesting we might have gotten to used to seeing the character models in the dark.
2. Yeah, the collision box for the mannequins was slightly decreased by accident before the upload.
3. That is a point many people mentioned and I agree, we orginially thought the way to the bag was short enough, but adding in a checkpoint after the pickup would have been a good idea.

Thank you again for playing and I'm also looking forward to your next project and if we might see Maxwell again!