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Mouse Clique

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A member registered 42 days ago · View creator page →

Creator of

Recent community posts

Who doesn't run out of time in a jam :D

Regarding the key: I tried in two attempts but couldn't get it and after that I assumed that's how the sequence is supposed to go. My best guess is, that I didn't target it properly (the pickup collider for the key seems to be quite small and without a crosshair it's not that easy to aim precisely).

And no, I just did the car ending.

Not sure if I got the story right, but it feels very American to me. After the initial face jump scare I was disorientated and the text moved so quick I had hardly any time to suggest. But I can't deny it immediately gave a surreal vibe.

Enjoyed your game a lot. The atmosphere hits, the environmental storytelling is good and the visuals are great.

I was pleasantly surprised that the AI sometimes tried to reposition itself.
Overall the game feels polished besides some small jank in the AI and that it's easy to cheese by shooting through the walls by angling the camera correctly. But that is tricky to get right even in longer dev cycles so no real complaint.

And last but not least, I appreciate the attention to details and quality of life with a skip button for the intro, a clearly readable UI and things like that.

Great entry!

I think especially the early parts of your game a very strong.
Having the sheen on the box so it's easier to see in the dark, the girl pointing the way and the first encounter with the monster as you head back are guiding the player very well through the experience. The latter half is a bit try and error (small things like why can't I pick up the key until I touched the car while holding the flash light), but overall not too bad and the steps are logical.

Something else that stood out, especially compared to game jam games, is that you let me do some very little exploring first (looking for house 7), but before I could get frustrated due to a too large environment or unclear layout of the place you gave me clear instructions with the girl. Bumbling around isn't really fun, so good call on that.

Big props to the environment. Great attention to detail and feels like a real small community and as people actually live there. I was pleasantly surprised that I could look inside the houses.

Thank you, we are glad to hear that our visual style invoked imagination and that you enjoyed the story.

Thank you so much for playing!
You got what is probably my favorite ending. We're glad to hear that we could invoke some feelings, that was our goal for the project.

And yes, I also felt very tired after our writer delivered me a script with 384 "I'm tired" lines :D

The certainly delivers on the "feverdream" aspect. Those are some crunchy visuals.

With the perspective shift between fast food worker and police you are on to something that might turn out interesting. Right now it feels a bit incomplete (your credits hint at 2 more chapters coming) and it also could use some small dialogue to bring the player into the right mindset because right now it feels very confusing.

Overall the game has a few problems that hinder enjoyment. Mostly that you have to be in a very precise spot to pick up objects (and also that you pick up some objects with e and some with lmb). Despite having a checklist, finding the objects you are supposed to interact with are often very hard to identify.

Good luck with further development. 

Good job on a first ever game!

The game had a nice ramp up in difficulty and I like that you introduced new mechanics half way through. 

Tbh I didn't get what was happening from the opening, Upon reaching the hospital in the handheld it finally clicked though. Speaking of the handheld, nice idea as a representation of an in game timer.

Bonus points for a fullscreen toggle and not using mouse controls.

The graphics are really nice. I like the small details like the space button prompt switching to lower case when pressed.

Limiting the player actions was a smart choice. The simplicity elevated the experience for me.

I have to admit, the gameplay confused me. At first I tried to just walk to the right and hope to find the door and spend around 60% of my meter. Then I tried ringing every door which then let me find the destination within the next 20%. I'm still not sure if that was the right thing to do.

The game has a great atmosphere, from the voice acted intro, over the visuals to the gameplay systems. The struggling movement feels very appropirate and immersive for the situation.

Unfortunately I could not finish the game. Even when immediately correcting my trajectory once the monster appeared on my radar it got me most times. With having to watch the nice but lengthy intro for every attempt I had to tap out after about 10 tries. My best was I think 3 or 4 air canisters in when I got caught almost reaching the glowing green thing.