Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+2)

I don’t play a lot of horror games, but lately I’ve been looking to try some new things, so this was one of a batch of indie games I elected to try this week. While I adored quite a few of them, this is the first one that gave me that real authentic “oh shit” moment.

First impressions are pretty solid. This is one of those stories that only works because the player character is an idiot sticking their nose where it doesn’t belong, but I’ll come back to that later. The pixelated look is a classic for indie horror games, and this one uses it to its advantage very effectively. The environment is pretty static, which makes what few animated assets there are stand out, especially in tense moments. The limited visual fidelity also makes the monster that much scarier (spoiler, by the way: this game has a monster) by making it extremely unclear what exactly it is. You also don’t get a lot of story details as you progress through the game; like a lot of indie games, most of the context comes from notes that you find as you play, but these are sparse and give barely enough details to hint at what you’re up against and what the stakes are.

The level design is pretty good, and for the most part it feels very natural. During the introductory sections I found myself admiring the scenery, even though by design I had only a very limited view of it. This developer manages to do a lot with very little.

I had some trouble believing the tight hallways and oddly small navigable spaces in some of the interior structures, though, especially the one segment a few flights of stairs down that’s basically just a room surrounded by a single hallway with a closet and two restrooms. This section was blatantly designed with gameplay in mind first and worldbuilding second, especially since you need a key card to enter the central room, and the only reason to go into that room is to get another key card. This is also the one segment where I got stuck, because in the darkened rooms I could see a key card I needed to get to but couldn’t find how to get to it, mainly because by this point I was actually afraid to turn my flashlight on.

This next paragraph contains actual spoilers, so if you’re reading this and thinking about playing this game stop reading now.

I initially disliked the ending when I got to it, but as it played out I actually warmed up to it. I was expecting there to be some kind of final confrontation, but instead what we ultimately got was a cautionary tale, and this is why it makes sense that the player character gets themselves into the situation they’re in. You’re not a hero, you’re just a fool who stumbles in over their head, and the ending really suits that. I particularly like how it’s not just a fuck-up on our part, too, but rather that it causes a legitimate escalation of the situation. That’s a good touch that fits with the basic narrative of a video game.

Overall, I’d say this is a solid 7 out of 10 game. It’s a bit rough in places, but it hits all of the right notes once it gets going.

(+1)

Thanks for the review! There are definitely some parts I'm not the most proud of and I'll be sure to improve in future projects, but I'm glad you enjoyed it!

(+1)

Reading back on my initial review, it occurs to me that my phrasing in some sections might be misunderstood as excessively critical, so I just want to clarify that I liked the minimalist detail in the aesthetics and the story. Because we hardly know what’s going on, we’re left to fill in a lot of details ourselves, kind of like when you’re reading an SCP with a lot of redactions. The ending kind of puts the kibash on this, but that’s okay because it acts as something of a resolution to the mystery even if it still doesn’t explain much.

I saw that a lot of people were really down on the “overly” pixelated look, but I liked it because the monster design is very simple (though I must say the animations and sound design were very solid) and the pixelization means that we see it in very little detail, which reflects our limited understanding of what’s going on and makes them spoopier, especially in darkened areas where we might have difficulty seeing them. I didn’t have any problems with the game’s visual aesthetic except for that one moment in the security office where I missed a vent because it was so dark and I was afraid to turn on my flashlight lest I wake the monster in the room.

I mentioned an “oh shit” moment in my review, and the reason it worked so well was that I hadn’t been attacked yet and didn’t know what would happen if I got spotted. I was in the cafeteria looking for the key card I needed when I heard the monster coming back. Because I hadn’t thought that its patrol route would return to the cafeteria I ducked into the first hiding spot I could think of, which left me completely exposed from the front but covered me from the sides. As I watched the monster walk past he was only a few feet away, and since I didn’t know how wide his cone of vision was I couldn’t be sure I would make it out, which resulted in a near-panic moment as it was walking past. This was all made possible by your masterful execution of the minimal aesthetic of the game.