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It's similar to the Slender: the eight pages. I find the story engaging, and I enjoyed walking around the mall and getting tidbits of the background through files and newspaper clippings. It was a good choice to have a pleasant atmosphere at the start before it gets into the main part of the game, as it provides an excellent emotional baseline before things go to hell. I really enjoyed the music that played during this section. Unfortunately, I am not great with horror games, so I seriously attempted the game once and "noped out" after that attempt, with further attempts being to determine the game mechanics.

Having the note about the agimats and half a charm after entering the mall was helpful in priming the player on what to look for in the main portion, as was having the exit covered by the plastered with the agimat. However, the difficulty feels too steep at the start to have the player being hunted once the lights go out. This was a problem, as I immediately ran to the exit. Upon turning around to get the charms, the creature had already cornered me. Rather than loosing the creature immediately after the lights go out, it may help to build the tension by letting the player roam unhindered for a while until the first few pages have been acquired. The creature can start to become faster and bolder as more charms are collected.

The lack of an audio cue from the creature as it's nearby feels slightly unfair, as you tend to be looking in a direction that's away from the creature. The use of an audio cue would give the player a chance to react to the creature's presence. If the creature's behaviour is inclined to do so, the audio cue could also be used to trick the player into moving away from the charms.

The light switches dotted around the mall were hinted at, but their use wasn't immediately apparent. There was one switch by the entrance to the briefcase room. I forgot about this switch as it is in a blindspot behind the door as I left the room. This switch would be the perfect introduction to the light mechanic were it positioned directly opposite the door as you exit the room. As a bonus, it could also function as a pre-scripted introduction to the creature and force the player to acknowledge the threat and be constantly aware of it.

Overall, I liked how the story was presented and drop-fed, and the how the atmosphere that was built.

An atmospheric horror game, with an unrelenting hunter.