
Occupied
A downloadable game
You work as a night guest service agent at a hotel. You provide additional services and help with guests’ problems. Throughout your shift, strange occurrences become more frequent and guests start to disappear.
SnakeBite:
Juan Carlos Chamorro - Technical Art & Animation / Vision Keeper / Character Art
Nael Bachmann - Unity Engineering / Level Design
Moritz Milan Kräuter - Narrative Design / Sound Design
Dave Czarkowski - 2D Art / Environment Concept Art
Kay Rohde - 3D Art / Animation / Texturing
Leon Rehmann - 3D Art / Texturing
| Published | 1 day ago |
| Status | In development |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Authors | ThePhantomDriver, JuanDasPferd, DAVE, Moritz Kraeuter, Leon Rehmann |
| Tags | 3D, Atmospheric, Creepy, First-Person, Horror, Indie, Narrative, No AI, non-eucledian, Psychological Horror |
Download
Download
Occupied V1.2.zip 74 MB




Comments
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Liked it a lot.
A few comments, please read these constructively. I also (probably) wouldn't apply any of these to your current build, but maybe bear them in mind for future games.
- Main menu was nice.. I liked the reactive view and might steal the idea :>
- I liked the setup and atmosphere, although it seemed to begin a bit.. abruptly? Maybe an intro would have been nice, even if just a short scene of a camera panning in onto the hotel. Or maybe the player getting hired?
- I couldn't see the elevator button at first. A simple rule of affordability that I tend to follow is if I want the player attention on something, I put a light on it.
- Character art and animation is nice
- Talking to characters felt a bit cumbersome. If they had just started popping text when I looked at them I'd have liked it more.
- A warbling or wah-wah type SFX specific to each character would have been nice while text was being revealed.
- More SFX and localising the ambient sounds to specific areas would have helped the immersion
- Might just be my preference, but making the critical path less linear would have helped the core gameplay
- Making each task multiple steps which the player can complete in the order they choose (with some being optional) would promote agency
- The above point would probably require a pause menu style task list
- For a hotel, it seems like a few basic actions could have been included. Things like using a passkey or knocking on doors before entering. Kind of vague feedback this one, I know.
- The trippier parts could have used a slow camera FoV lerp.
- The player should be able to get fired as a Game Over
- I managed to break the cleaning / broom task by accidently doing things out of sequence. I wasn't able to take the broom because I talked to the chef too early (I think). A more robust objective and invetory system would be good for future games.
- Needs a Pause / Esc menu, even if the only thing it has is a quit option.
My run ended with that bug.. but I'll try again since the premise is intriguing.
Very nice work guys.
I think we have something really special here. Too bad the camera and movement get you stuck in the corner of the room after breaking the TV with the broom. A few more sound effects and easier to press elevator buttons would also help it feel more complete and sell the atmosphere.
Oh and maybe a better way to tell which room is which more. Not that it’s unlikely I missed some pointers though…
Thank you for your feedback! The new version fixed the TV Stuck Issue and the game can be finally be experienced in it's entirety.