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Notes from gameplay:

- Nice main menu. Great font for the title! I like the box highlight on mouseover for options

- No sound on main menu?

- Nice music on credits page

- Very retro graphics, fun vibe

- UI is clean and well-made

- The pixelation makes the graphics constantly move at the edges, which quickly becomes distracting

- Nice touch of itch page and discord on computer monitor

- I like being able to turn off the lamp!

- Navigation is easy, fluid and intuitive. I like all the different things I can interact with

- Nice branching dialogue to allow for different player response to how they feel about starting work

- I can talk to the supervisor through the wall (inside break room)

- Placing equipment becomes a bit tedious, maybe have fewer pieces to setup

- Day 2. Hmm, can near the trash and computer screen changes, wonder who that call was with. Not seeing any other changes in the house, but going to watch for them.

- Nice music from radio!

- Picked up a crate before getting a pallet, can't seem to put the crate down anywhere and can't pick up a pallet because I'm holding a crate

- Looks like I have to restart day 2 (edit: found the discard pile second time around)

- Again, tasks for the day seem a bit tedious. Went for an explore midway through, but not much to see. Great little level layout, though! Ominous ambient background noise

- Ooh creepy, someone opened my door during the night?

- Hmm, a cabinet is open!

- Huh, where's Sam? Ah, he's late. All good, bro

- Aww I hope Sam isn't in trouble :(

- OH MAN SUCKY SUPERVISOR TOOK AWAY RADIO D:

- I'm afraid HAL can't stack today, Dave

- Excellent job updating coworker dialog to reflect the evolving plot

- Again, "job" work is too tedious, have to repeat it too many times

- Wonder where my phone went...

- Ooh lights are out in lunch room, spooky!

- Ooh, got all dark when I finished stacking 5!

- Kinda too dark... Hard to see where to go

- I can hit the breaker box from inside the lunch room

- Would be nice if there was a bit more room at the end of the conveyor belt so I can talk to all 3 coworkers by just walking along the rows instead of having to go up and down each belt

- Can't seem to find my phone...

- Aww Sam's car broke

- Uhhhh what serial killer?!

- A different task is nice

- UH OH DOOR UNLOCKED

- EEEE creepy hidden room. Junkie?

- Spooky music

- Bathroom murder!

- Goodnight

- Is this the supervisor? Hal? Sam? Can't tell who this guy is

- Escaped!

- Aww, no option to retry for the other ending

Interesting concept, but I think there is too much emphasis on the repetition of mechanics and not enough groundwork of story hints and hooks to draw us along. I think if you refined the mechanics and made them more varied, and introduced more creepy story stuff along the way, this game could be extended out into something really interesting! The factory itself feels a lot like a red herring, which makes all the time we spent working there feel a bit pointless, while the endings feel very abrupt. More clues around the house would help smooth this out and maybe consider a way to incorporate more at the factory into the end of the story. Overall, great ambience, setting and story - with some work, this could be a great standalone game!