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I was a huge fan of the aesthetic of the game. Weirdly enough the closest aesthetic it brought to mind was the triangulated look of deep rock galactic. The sharp edges look great on metallic and glossy materials in particular. The rooms being so barren and expansive at the same time combined with the short sight range helped impose an uneasy feeling, even if the attendant was only really a threat in the hallways most of the time.

I think the narrative was definitely the strongest point in this entry, and I appreciate that you encouraged players to deduce what to do next after retrieving the property owner's hand.

Also, nice jumpscare. Didn't feel cheap, but was still unexpected!