Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Yeah, I don’t know exactly what the vibe you’re going for is here since it’s so early, but I do think Mr. Manager would be a lot more impactful if you’ve spent some time in a more serene and pleasantly illustrated area for a while and then he’s brought in to disrupt the setting.

With all the invisible barriers and intangible floors it was hard to tell where I was expected to go! I like the aesthetics you’re setting up here and I’d love to play a game where I get to explore a place as this robot mouse, but aside from that I think it’s too soon for me to give feedback. Keep going! And keep us updated. :)

If you ever wanna talk about tone and story stuff I’d be happy to chat about it, I love this kind of thing.

(1 edit)

I've thought about this more, and I had a similar-ish idea.
Instead of showing all of Mr. Manager in one go, how about partial reveals?

Like, it's all black, and *someone* is talking to you, but you can't see who.
Then maybe some eyes in the dark are visible.
After a little while, you swear you saw one eye change colour.
Then the light are on (but he's not swapping assets yet), so he looks offputting, but maybe he's got injuries in the backstory?
Then, finally, all the moving bits and assets swaps are going for the last part of the dialogue, adding the climax to the transformation.

You'd need to have the dialouge and background music match the tension level of the visuals; but that would be my suggestion for making Mr. Manager more impactful at the start of the game.
At the moment I find him less scary, and more just gross and confusing; but I think that's because of the missing tension I've just tried to explain.
A reference interaction for the sort of feeling I'm describing would be the opening conversation with Flowey in UnderTale; but with more layers.