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(1 edit) (+14)

TL;DR The game has a lot of potential but needs certain things to be hyper focused on and a little polish before I'd suggest anyone buy this game.

Let me start with the things I like, cause I don't want this review to come off as me bashing the game. Firstly, the concept is awesome! I LOVE the fact that the player isn't associated with the location at hand. There are far too many "parody games" that pose the player as the acting night guard for the location, I also really like that the girls aren't complete Nymphos and are more focused on getting the player out of the location rather than getting their rocks off. The little animation of them throwing the player out of the building really shows off their personalities! I also really enjoy the concept of having to get in AND out of the building, the execution could do with a little work (I'll go over it further alter in the review) but the concept is fun and works well with the photography mechanic well!

Unfortunately, that's where my praises end.

In it's current state, I cannot suggest this game whatsoever. There are far too many issue with the game for it to be worth an asking price of $15, even though there is great potential.

First and foremost, the AI. The girl's AI is extremely unpredictable, to the point where it makes it nearly impossible to make it past the first room consistently. There have been multiple instances where I was trapped within the kitchen and the restrooms because one of the girls continues to patrol nearby even without them seeing me. Specifically Charlie is a massive issue, she move WAY too fast and regularly moves back and forth from the same points which often ended up in me being completely trapped till either I tried to escape (and get caught due to the speed difference of the player sneaking and Charlie's movement) or until the "PDA" runs out of battery.

The second issue (and arguably the main issue) the tool's battery. The fact that the PDA runs out of battery passively is the one reason that I cannot enjoy the game. I understand giving the player a sort of timer, but its FAR too unforgiving. Even with the battery upgrade, it just drains like an IPhone from 10 years ago. It just feels like I'm being punished just for playing the game. I'd suggest changing it so that battery is only drained while it is being used, even if there's a sort of "boot screen" every time the player uses the PDA that lasts a second or two that blocks the player's view. As well, it doesn't make much sense as to why the PDA is zoomed in, it's sort of disorientating. Also, I'm not too sure but does the flashlight also uses the PDA's battery? If so, that's extremely ludicrous. The building is extremely dark and hard to navigate without having to worry about managing my very limited time limit to actually play the game and successfully be rewarded for doing so.

Third, Like I said within my praises, the concept of breaking into the club definitely needs to be reworked. Having a consistent entry point makes the game a little monotonous, if there were a couple different preset locations for the player to begin in, it would add a little bit of variety and would make the player have to plan on their feet. it would also help eliminate the issue with the AI since the player wouldn't see the exact same behaviors every single time they start. Maybe the player could choose a different point of entry after buying a certain item, like the crow bar or something similar. Maybe lock out certain points of entry behind other items like ladders or screw drivers or something, just make the act of starting the game a point of interest as well as the actual gameplay.

Lastly, there seems to be an issue with explaining thing that need to be explained, I was completely unaware that Charlie threw pizza slices on the floor as traps, or that Remi (the one that's using the Fexa model) crawls through vents until either of those things affected me. There should be a little guide book about the girls and their abilities, maybe on the second floor of the player's "base"(?).

Comparing this to another game in a similar vain (FAPNAF by FatalFire), it seems like this is far less thought out. There aren't any regular patterns the player can recognize with the enemy's, the main mechanic of the game is clunky and counter productive to the actual gameplay, not to mention that half the mechanics aren't explained.

One last thing, please don't read this wall of text and get discouraged from continuing work on the game. I would love to see this game become the best possible product it can, these are just criticisms and observations I've made being someone who's WAY too obsessed with game design and all that comes with it. Like I said in the praises section, this game has a lot of potential but just needs to be rebalanced a bit and have certain mechanics reworked/rethought about a little.

(+6)

I'd also like to add that there's some sort of issue with the way the game is compressed that's causing it to not be installable on the itchio launcher. When decompressing it with 7zip, it states the file cannot be unzipped as a .zip file and is unzipped as a rar5. no clue what could be causing this error. 7zip also gets stuck on the process at 99% but the game functions and all files are present if you cancel said process at that point.

(+3)

There's also an extremely easy to replicate glitch with the taser. If the player uses the taser on one of the girls when they're being caught, then there's a good chance the player is just softlocked. The game doesn't recognize that the kill state needs to be initiated because it gets overridden by the stun effect by the taser.