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Very thematically consistent with the rest of your games (lol) and with an iconic visual style too. NPC behavior is really diverse here and the telegraphing of whether you are following trends or not is both gameplay-useful and fits the narrative. Though some things lack explanation, arguably they improve the theming of the story, such as not knowing whether you have truly fitted in or not yet. The overall loop is clear; you have to check the trend, go to the right place, and select the right outfit, and you have to execute it under implicit time pressure, which keeps the player on their toes, and they get rewarded with green particles. However, I am curious as to why this was made to be walking back and forth as opposed to just pulling up a menu immediately - not sure what the game design choices are there. It could probably get tedious or repetitive as levels get harder - I am not sure what progression would look like besides faster trends and more trends, but your physical speed wouldn't pick  up - so I think if there are physical storefronts, secondary mechanics that make use of them somehow would be interesting to explore. I'm also just saying this as a motion sickness prone player. Perhaps even using NPCs as hints, such as entering a certain physical store more than others (maybe this was implemented, I can't tell) and rewarding player observation that way would be cool. Overall really interesting concept, definitely has a lot of technical details.