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Free occult pawn shop game on itch.io — looking for honest feedback

A topic by Skittercore Studio created 6 days ago Views: 97 Replies: 5
Viewing posts 1 to 4
(2 edits)

Hi everyone — I’m posting as the developer from Skittercore Studio.

We’ve released The Last Receipt, a free/pay-what-you-want indie game about running the counter at an occult pawn shop.

Customers bring in strange objects. Some are harmless keepsakes, some are cursed, and some are evidence of something worse. You inspect items, review receipts and testimony, ask limited questions, then decide whether to buy, refuse, or quarantine each object before the shift ends.

You can play it here: https://skittercorestudio.itch.io/the-last-receipt

Screenshots and short gameplay video

The Last Receipt title screen

Appraising a suspicious item in The Last Receipt

Questioning a customer in The Last Receipt

The appraisal ledger in The Last Receipt

Short gameplay video: https://skittercore.studio/the-last-receipt/media/last-receipt-short-gameplay.mp4

You can also play the full browser version here: https://skittercore.studio/the-last-receipt/

The current build has:

  • Seven connected shifts
  • Thirty-five customers
  • Persistent consequences
  • Multiple endings
  • Windows and Linux downloads
  • Accessibility options like scalable text, reduced motion, volume, fullscreen, and resolution settings
  • Mouse, keyboard, and controller-friendly controls

I’m mainly looking for honest feedback rather than trying to hard-sell it. If you have time to play even a short session, I’d really like to know:

  • Was the objective clear?
  • Did the inspection/questioning loop make sense?
  • Were any decisions confusing or unfair?
  • Did the pacing drag anywhere?
  • Was anything broken, awkward, or unexpectedly fun?
  • Did the cursed pawn shop tone land for you?

The game is free. If someone likes it and wants to support Skittercore Studio, the suggested pay-what-you-want price is £5.99, but feedback is just as valuable right now.

Thanks for reading, and thanks to anyone who gives it a try.

An occult pawn shop is such a killer thematic concept! Inspecting cursed artifacts, deciphering mystical appraisals, and balancing eerie customer bargains creates an incredible tactile atmosphere that really rewards detailed, idiosyncratic item design. I'm Roman, a 3D artist working in Blender. I specialize in atmospheric, lore-rich props — weathered grimoires, arcane curiosities, antique brass scales, and occult relics with realistic texturing and clean game geometry. To show you my craft, I'd be thrilled to model 1 custom occult pawn shop item for your shelves completely on the house — perhaps a cursed astrolabe, an antique velvet-lined jewelry box, or an ominous ritual dagger. No strings attached. If you'd like to add a free artifact to your shop, feel free to reach out on Discord at antinarrys or email me at roman.zbor.uk@gmail.com!
(+1)
Thanks Roman, I appreciate the kind words about the concept.

I can't playtest, so I won't fake answers to the loop and pacing questions. What I can read is the promise, and I'll be honest about that.


The title is doing the real work. A receipt is proof a transaction happened. "The Last Receipt" says this shop is where someone pays for something they'll regret, and you're the one stamping it. That's a better hook than "find the cursed object." It's "decide who eats the cost."


The danger with an inspection loop is that it turns into paperwork: item in, questions out, verdict, next customer. Paperwork never gets loved. What gets loved is a cost you can't file away. Give me one object I want to keep, or one customer who comes back changed because of what I rubber-stamped. Let the shop price a curse, then let the price land on a face I remember.


On tone: it lands when I'm a merchant, not a hero. Let me profit off someone's bad night, and make me feel the profit.


Honest reads on why a game lands are what I do; this one's free. Want the full read across all seven shifts? Say so here and I'll send details.

This is really useful feedback, thank you. I think you’ve put your finger on the risk: I don’t want the loop to feel like just processing paperwork. The idea of customers returning changed because of something the player approved or refused is especially strong. I’ve made an update that leans harder into that now: earlier verdicts can come back through later customers, and I’m trying to make the shop feel more like a merchant’s counter than a hero’s quest log.

Thanks for saying so, and for shipping the change instead of just nodding at it. That's rarer than it should be.


One thing to guard as verdicts start echoing back: make the return legible. A customer who comes back changed has to be recognizable as the one I stamped, or the consequence reads as random. Give them one marker I'd remember from the first meeting, then bend it.


I still can't playtest, so I won't pretend to grade the pacing across your seven shifts. What I can do is the thing that already moved your build: read the promise, the loop, and the cost across all seven shifts, and tell you where it's loved and where it's paperwork.


That full read is the paid one: 15 pounds, one pass, delivered as a doc, no fluff. Say the word and I'll send a link. If it's not for you, no hard feelings, the free paragraph stands.