Markiplier played this.Only reason I am here. His complaints are the game is too bright and the spiders are too numerous. Anyway yeah. Just thought I'd Share.
A downloadable game for Windows, macOS, and Linux
Overworked and underpaid - another late night at the office turns into a living nightmare. Can you make it out alive?
[ Platforms ]
[ Minimum Specs ]
- 2GB RAM
- 1.10 GHz Processor
[ Recommended Specs ]
- 4GB RAM (or higher)
- 2 GHz Processor (or higher)
[Disk Space ]
|Updated||17 days ago|
|Published||25 days ago|
|Platforms||Windows, macOS, Linux|
|Release date||25 days ago|
|Tags||3D, Atmospheric, First-Person, Horror, Psychological Horror, Survival Horror, Unity|
|Average session||A few minutes|
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Beat it! It was a fun little game, definitely a few jump scares.
the ambiance is , good it's so scary, but the monsters are too hard to dodge and too many, plus, they go on me directly (it's no point by point it's directly on me so it's pretty impossible to dodge theim).Don't judge my english i'm french
I think it is hard to find a scary game that doesn't focus on evil and supernatural entities, so the monster jump scares is nice.... well.... kinda... you know what I am saying lol.
My first playthrough, and yes, I am a chicken
Spiders are veryyyy interessant creatures 🕷 ! This is my ITALIAN full Playthrough 👽
pretty cool got a solid base, looking forward to the potential
Is this a FNAF Fan Game?
hi, big thx for the game :) greetings from germany
Pretty cool. some neat scares in it. Could use a little work but was fun.
I think this is a great *start* to a game and great to get feedback on. I talked about a few basic things that could be improved in its current state and some broader design concepts if you were to keep working on this as an intro to a larger game. Keep on creating, I think you're on the right track!
Thanks for taking the time to provide such a detailed review. There were a lot of things that didn't turn out how they were intended to be/work.
Control support is another thing I missed. The menu issue is related to the UI resolution itself resizing incorrectly (I assume you were on 1920 x 1080 or higher).
There is a new project but it's something that will take a few months. AI is quite hard to get right before anyone plays it and I want to figure out how to incorporate all of the feedback into the next game.
Great game good mix of scare
honestly i shit my pants and its all over ;)
This game is scary and funny too. I really enjoyed it. Nice Work!
Thank you for playing.
This has provided some really valuable feedback in terms of what did and did not work. A few points I took from this:
- Pausing the game should show you the current objective.
- The keycards didn't work as intended. The first keycard is there so when you trigger the third objective (search sarah's desk - she sits next to me) you know where to go. However, a lot of players seem frustrated that they can not pick up the cards when they see them. This was done to avoid forcing players to search the entire map for a certain keycard.
- The scripted scares seem to work really well.
- Too many enemies/enemy AI could be improved. This was hard in development as they have dynamic pathfinding so I tried to get a balance between "too many" and "not enough" enemies. However, it seemed to frustrate you and that is something not intended.
I really appreciate the time you took to play and comment.
Cant pick up the 2nd floor keycard up, no matter what i do, it just sits there on the table, nothing works.
The keycard on the 2nd floor start room? [2nd Floor Manager's Office Keycard]? or the keycard located where you start objective 2? [2nd Floor East Wing Keycard]
[2nd Floor Manager's Office Keycard]
You need to complete objective 1 first (find the main entrance and leave). You will then be prompted to "Find the 2nd Floor Manager's Office". In the same room as the main entrance/exit there is a keycard placed on the desk [2nd Floor East Wing Keycard]. This is used to unlock the section with the manager's office.
When you reach the managers office you will be prompted to find the keycard ("Search sarah's desk"). You will then be able to pickup the keycard you are referring to.
[2nd Floor East Wing Keycard]
You should be able to pick this up after completing objective 1 (Find the main entrance and leave).
I hope this helped. If not could you please tell me the name of the keycard you can't pickup? and if you followed the above steps.
Well that explains it then :) I will try again
Yeah sorry for the confusion. But it's valuable feedback to know it's possible to miss what to do.
That particular keycard isn't required until Objective 3 gets triggered. But I didn't want to force the player to search the entire map for it. The idea was that you should initially see the keycard [2nd Floor Manager's Office Keycard] at the start of the game when your initial objective is "find the main entrance and leave". When you eventually trigger Objective 3 it says you need to find the 2nd Floor Manager's Keycard - there is an additional hint provided in the text that comes up.
"It's locked. Where did Adam leave the keycard? Did he give it to Sarah? I should search her desk. She sits next to me."
I was hoping that would be the "ahhhhhh" moment and the player knows exactly where to go. Unfortunately, someone else had this problem too. Although they eventually found the keycard - when initially told to search for it they didn't know where to look.
Was a funny game to play, started of with a few nice jumpscares, enjoyed it! Well done buddy :)
Thank you for the review. It was extremely helpful in figuring out what didn't quite work.
1) 2nd Floor East Wing Door Keycard
I noticed you missed it the first time. I was hoping that the desks would cause people to search and notice the card after triggering objective 2 (Find the 2nd Floor Manager's Office). I think it could have been in a more prominent place.
2) Objective 3 - Search Sarah's Desk for the 2nd Floor Manager's Keycard
When you first start the game you should see this keycard on the desk to the right. There is also a hint in the objective, "I should search Sarah's desk for the keycard. She sits next to me". Looking at your play through it didn't translate to the way I was hoping it would (you were confused and didn't know where Sarah's desk was) so that's something else that can be improved next time.
3) Door Locked > Sarah's Desk > Manager's Office > 3rd Floor
You commented how it was kind of pointless to go to the manager's door, just for it to be locked and ask you to get a keycard when you could have picked it up at the very beginning. This was partially done to slightly extend gameplay, and allow a more extended sequence interacting with the enemies... I 100% agree and will be something to improve on in the next game.
4) Main Exit (Final Objective)
I notice you were unsure where the main exit was located. The very first objective (Find the main doors and leave) was intended to introduce the player to the starting 50% of the map before adding enemies (hence the scripted moments). I think this is also something I could work on in the future.
Thanks for playing.
I'm glad my thoughts could help you out a bit buddy :). Also wanna thank you a ton for sharing this game, it might have a few things that could improve but which game doesn't! It's like my own videos, got tons of areas to improve on, we can only learn and be better each and everyday!
Gotta say that I had really fun with your game and I can see that you got loads of potential to create awesome games, I'll keep my eye on you :)
Super Cool man but they kill you pretty fast and re-spawn at some point is useless because they block you. :) 4/5
Thank you for the feedback.
There is a cooldown trigger attached to each enemy that is supposed to force it to ignore you on respawn under certain conditions (died less than x seconds ago, etc) - Unfortunately, this doesn't always seem to work as intended.
Still learning some of the more complex things you can do with AI (and the bugs that come with it) so hopefully the next project will see a vast improvement for both AI and system mechanics.
Thank you. I noticed on your playthrough the sound triggers do not match up with the scripted events. We did some pretty extensive QA for this and didn't have that issue.
Were you somehow able to change the default walk speed or enable running earlier than intended?