
2.5D survival horror game, where Eevi works security at the abandoned Silver Leaf Mall known to contain doors to many dead dreams.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
I'm still working my way though the game but the developer has been quick to fix reported bugs and to respond in the forums. The environment and artstyle of the game is unique. If you are looking for a new atmospheric horror game I recommend giving a chance to this Developer.
A mind bending breath of fresh air.
confusing design. starts off with so much dialogue about characters I don't know just sort of en media res complaining about something or another and then a new job, finally get to gameplay after a bunch of mashing (none of the dialogue really mattered). get told to go to a break room, not given directions how to get there, so wandering for a while. then we get taken to the spooky zone. despite having a health meter, it seems like getting hit once kills you, so the bandage items you pick up do nothing. some enemies are just very tanky and the first time you see them, they spawn them like right in front of you. every time you shoot, it stops your movement, so this makes things weird most of the time against 1 shot enemies. when you die, you get teleported to a void with enemies in it. they can just get you walking out of your respawn zone. this leads back to the level area, but it's just annoying. after entering this spooky zone, tutorials stop completely, but it seems like you need movement tutorials or something. got the A keycard, but like there's a jumping puzzle that seems impossible. the game doesn't tell me how to solve jumping over this too wide gap and clicking the buttons shown on the controls page yielded nothing, so that's where I stopped. seems like a lot of ledges want you to grab it, but somehow didn't have enough height despite getting her chest higher than the ledge I wanted to grab.
I am extremely impressed with this game. It is so damn weird, and unique, and charming, and unsettling. My only issue now is that the god mode toggle doesn't seem to make me invincible. Because I am a loser and I'm not sure if I'm gonna survive this game without cheating--but damn I'd be thankful for the option. Edit: The dev fixed it the very next day! I want you guys to know, I refund a lot of games for very little. But this game is weird as hell and doesn't cost a lot. Don't refund this guy's game. He deserves it.
I just finished the game for the first time, and I have enjoyed it. The developer still has various things to improve, but he seems to actually care about polishing the necessary aspects, like bugs and so on.
[h1]Very impressive for single developer.[/h1] I hope developer read this review to find side view on his project, and how this and future projects can became better. However, the game have root issues. Not sure, if long support planned, on developer's YouTube page, there's already WIP's of new project. I think, healthy criticism could be useful for developer, it's on his side listen or not tho. Absolutely understand, how hard it is to make whole game on your own, since by myself working in gamedev as 3D artist. But still then, there are always a way to improve. [h3]Visuals & Audio[/h3] This is what made me buy this game. I'm not sure, if this style is truly unique, but i definitely like it. Enemy sprites is pure gold, not sure if i saw anything familiar by now, absolutely love it's "uncomfortable" design. But may be more enemy types needed. Not sure, if after cinema levels any new generic enemies was introduced. Same thing with audio, fits quite well, except boss fight. Song with lyrics broke gamestyle immersive on my opinion, one on final credits looks good tho. Main character is not bad, but in the side view (f.e. Inventory sprite) and front view sprite (f.e. in dialogue box, or sitting sprite on docks, in Chapter 3, i guess) face of main character looks complete different for some reason, not sure which one is canon tho. 2.5D works with this gamestyle pretty nice, it's implemented for the reason absolutely. In 2D or 3D the game won't feel the way it's do now. Thumbs up! Not everyone could make 2.5D game reasonable. Visuals absolutely is the strong side of the game, for my opinion. Something, i would like to expect for indie game. [h3]Level design[/h3] I can recognise main idea here and i love it. Confusing, maze-type, changing after story progress same levels is one more strong side for sure. Great idea to make same levels feels new every time. However, i also not surprised, that a lot of players got confused and stuck in some point. Absolutely loved black void rooms in the chapter one in canals. With that calming respawn point music leaves some indescribable impression. Also, in my opinion, Canals is the best levels in whole game, it was a little sad for me when they gone after chapter one. Chapter 1 Canals absolutely describe this game style in the best way. As a 3D Artist i find very interesting idea, when on some level there's animated walls textures, not sure if i saw it was used this way anywhere, creative decision Can't say anything bad here, i loved the level-building idea and how it implemented in the game. Didn't like platformer levels tho. One after mirror room in Chapter2-3-4, with floating boxes couldn't even pass. Tried like 15 times and gave up. I guess, it's doable, but got tired of it. This is on my side, not a fan of a platformers, but still, not sure if it's well implemented even with wall jumps. Also, jump delay is annoying in these levels. Jump input delay should be fixed for sure, played on keyboard. [h3]Gunplay[/h3] Surprisingly, for game with visuals like this, gunplay for automatic weapons was very nice. Liked it for sure, it takes some time to get used to long-range shooting, but works fine. However, there's no walls collisions for bullets. You can shoot not only through windows (which not breaks, lol), but through any walls, if you know, where enemy is. Useful in Chapter 3 hangar levels, but i don't think it was intended. The game have really a lot of guns, for some reason. Not used much variety for myself tho. Found light-blue rifle in cinema levels and carried it through rest game. Tried another automatic weapons in later chapters, but they all were worse. Absolutely loved ability to turn on unlimited ammo. Not used other cheats, but this one made my playthrough a lot smoother, thanks! [h3]Engine[/h3] Now about really sad things. Godot is just bad. I understand, how it feels for lifetime Godot developer to hear this, but it's true. Even though, machine specs on game Steam page is not true. Played on GTX 1060 3gb, 16gb RAM, it works fine, but the way it loads GPU is just crazy for the game like this. It not loads it full 100%, and FPS in the game is most time smooth, with sometimes drops from locked 60 to 45-50, which don't ruin gameplay at all. But it loads GPU at 70% most of the time, this GPU runs GTA V on ultra FullHD with smooth 60 in less GPU load. The way, Red Silhouette treats memory is beyond good and evil. I can't say, whose fault it is, developer's, engine's or both, i'd like to think that engine is the trouble, cause it is my first Godot experience somehow. The game looks like (and i guess have all the props and levels in 3 digits tris polycount) it should runs perfectly on my 15 year old Pentium D laptop, but it does not run solid even on my main machine. And i'm not sure, if Godot or/and Godot developer have any future either. In this case, engine ruins experience for really nice game. Same game, done properly on Unity (or another gamestyle-suitable modern engine) would require a MUCH lower spec and run much better on most machines. However, yea, it will also bring some cons, like Unity physics, but there's a price to pay. Anyway, i appreciate Windows 7 support from box, works perfectly fine right after install. May be the best thing about this engine, i guess. [h3]Plot & Storytelling[/h3] ! Spoiler Alert ! This is not the strongest side of this game for sure. Yes, this game have nice setting and ideas build on, but the plot itself is very average. I should begin with storytelling. To understand what's going on in first part of the game, you need to read game description in the store. It's just weird. I didn't do that, and most of the startion dialogues didn't make sence for me at all. Don't understand, why it wasn't made as a text before the first dialogue with Oscar. Also, the game have pop-ups, but it was used once or twice to show controls. The game's storytelling through dialogues is quite bad, cause aften player don't have any background about it even after reading info in the store. F.e., in cinema levels, there's an Aurora plot twist, but there's no where (or may be i missed?) in previous game was mentioned, that Aurora - is sister of main character. Yea, the sister was mentioned in the Oscar dialogue, but without name. Same thing with Bob (if i remember his name right), the man in Chapter 1 & 3, in Canals. Is he real owner of real estate, or he is trying to fool me? And futher game gives no answer who he is at all. May be some lore hints should be implemented, through pop-ups or pickups. But with game exposition there's same problem. Game does not tell which year it is, or where events happen. In the mall there's an 60 years old Lada (???? just why) (and outside mall too) and 30 years old Volvo. Funny to hear later about dupping these cars, lol. Also, plot final just injure whole game expirience. Such cliche ending, i was expected a lot more unexpected ending, for the project like this. There, also, was a way to make different endings feature. But for some reason, i can't kill the boss in the mine, only the heart. Very strange decision, i would like the ending, where Eevi chooses money and kills boss, or kills both the heart and the boss. Not sure if current "Hollywood" ending fits this game at all. In current state, i don't even understand, what's the point of final scene in mines being playable, it could be just cutscene, there's no way to fail it anyway (or there is?), only heart is killable. [h3]Conclusion[/h3] Ambitious single-dev project, released properly (not early access), done properly, whole game works fine, there're some bugs i haven't mentioned, but i haven't softlocked myself or anything. With unique audio-visual style and challenging gamedesign. Absolutely costs it's price, but should be impoved furtherly. I'm aware, that developer won't change engine for this game, but may be should consider other pathes for future projects. 8/10, will look for future projects too.
Yep
loved the vibes but kept getting this glitch where my camera would not be locked to my head, couldn't progress at all. I plan on keeping my eye on this game once its a lil more polished asides from that great work so far!
Hey this is really damn scary! Go play it!
this game is a wonderful,creative mess. it feels like someone made a Remedy game in ms paint. i love it. my boss showed up to take me to my break room and suddenly 2 bandits jumped us and a boxing ring lifted us off the ground and this awesome techno song started up. this was within the first 10 mins. 10/10 worth full price
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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