Play nightmare
Sick Fashion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #4 | 4.455 | 4.455 |
| Controls / UI | #12 | 4.000 | 4.000 |
| Sound/Music | #12 | 4.091 | 4.091 |
| Art / Graphics | #18 | 4.455 | 4.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
Genre
Horror
Any Horror
Sim
Dating | Farm | Colony | City Building
Rating
For 13+
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Comments
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
oh dude it's totally no worries! You're so hardcore for even coming back to check it out omg ;O; thanks a bunch!
Well this is definitely not my type of game!However,the transition to fast paced 3D gameplay caught me off guard(in a very good way!),especially because i went in fully expecting a more bland 2D focused game.
I really liked the mix between the modern web surfing experience and the gloomy atmosphere of the map!Reminds me of Pepper the Giant Purple Dog with how everything is set up.The abominations in that house really love staring at walls when I'm around(which i have no problem with!),but I hope the navigation is a little better in the future.
I like how the browser is structured,and the dialogue you can so conveniently skip super fast.I didn't use the EBUMP at all;i don't know how you're supposed to raise enough money to pay rent otherwise,because making money is SO HARD.More on that later!
The signs in this game are a nice addition,as well as the funny hate comments on THE GRAM ,which I thought were just the result of me selling everything and wearing the dollar store fit every day.I like how pushable the characters are after you kill them.The shooting system needs improvement but it's solid for what it is,and dragging the ammo in the gun is definitely not easy when you're chased by disabled mannequins,but it does make reloading more realistic than just pressing a key,so points for that!
Now back to the fun adventure of getting cash to pay the rent:As i made my way to the cursed HAPPY BIRTHDAY zone,i noticed the glass panels which i thought i could shoot, but apparently they're bullet proof so i had to waste 10 minutes trying to find the 2 keys.Big mistake,as i let a whole army of 3 year olds loose in the house,and everything went downhill from there.I ran out of bullets,and just when i thought i was about to win first try,a little girl managed to chase me on all floors and i ended up in a hallway where all the doors just so conveniently happened to be locked and "HELD BY GHOSTS",SO I STOOD WITH MY BACK AGAINST A DOOR AS I WATCHED A ONE ARMED WOMAN TAKE ADVANTAGE OF MY INCAPABILITY OF SELF DEFENSE BY ANY MEANS WITHOUT A GUN AND MAUL ME TO DEATH BY WOBBLING LEFT AND RIGHT👺👺👺👺👺👺👺👺
After trying so desperately hard to sell clothes,i was $200 away from paying my rent,and instead of getting the bad ending i got the unexpected "zombie ending". this is the first game to crash my brain like this so take that as a compliment
All that aside,I enjoyed playing your game!The art is really nice,the music is on point,and i really see potential here,so i hope you take Sick Fashion to the next level!
Wishing you the absolute best!
-Headset Guy
(When the credits rolled, for some reason I thought constantly dragging the text was the only way to make it go faster, only to find out I just had to hold it down to speed it up LOL PLEASE ADD THIS AS A FEATURE )
haha thanks for playing!! Sorry that i crashed your brain like that!
these are REALLY good notes, thanks for the play by play! And I appreciate the Pepper the Purple Dog comparison OMG i really liked that demo! I'm definitely going to take everything here into account if I make a full game.
Also drag-scrolling in the credits is a FUN idea omg, that would feel really good to control
Very unique game! I didn't read much about it before starting, so the transition from the chat and shopping interfaces to the abandoned house FPS was surprising but also hilarious. I LOVED all the humor in the game, especially all of the breaking of the fourth wall in parts that explained the controls and the soulless corporation speak. Mom SUCKS.
I didn't really understand the gameplay loop right away, so I was a little confused by the small inventory and wasn't sure if I should keep exploring, or if I should leave the level, but I figured it out.
I didn't have time to play much past day 2, so this might be a noob question, but I think I missed the chance to sell things in between day 1 and day 2 because I was excited to post my outfit of the day and didn't realize that was going to lock me in to starting day 2, haha. It might be nice if you could still go to other tabs after posting your outfit, and if there was a popup when you click EXPLORE THE BANDO to ask if your sure, for people like me who click without reading lol!
I'm not sure about the drag-and-drop, especially for collecting items for which I would expect the more common [e] to interact button, but it does make sense for being able to swap out items if you find something better, so I'm not sure I have a better idea.
Fun game! Great work!
THANK YOU SO MUCH FOR PLAYING!
A confirmation popup for exploration is a good idea. I'll definitely push that forwards when i update next. And I appreciate the note about the drag-and-drop stuff! I'm not sure if I'm sold on it either - it's definitely been a sticking point for a lot of players. Game design-wise, I wanted to make collecting things a bit more involved to try to up the tension while being chased, but if I iterate on this idea, I think I'll experiment with that mechanic a bit and see if there's a way to make it a bit more intuitive.
Thanks again!! I love your cakes omg!!
When I saw who submitted I had to try this! I hope you’re doing better, how’s the search?
The guiding signs were funny and the shooting tutorial in the book made me laugh. The sfx and atmosphere are engaging and set the mood when you start. The world is weird but cohesively dark (and pink), I had a lot of fun getting the bad ending!
The fashion-extraction-exploration loop is neat, wearing and posting outfits to sell the is an interesting use of the dressup game. Having to hold the button to bring up the gun makes it feel it feel like a more interesting mechanic than an always-present gun would be.
I like the inventory system, it’s as simple as it can be and lets you loot and run. Forgetting to reload caught me off guard a few times, though I never died!
Random notes:
...also the gram comments made me lol

YAYYY THANK YOU FOR PLAYING!
And omg THANK YOU for saying that about the unlimited frame rate! tbh it's kind of a no brainer but i didn't think about that at ALL - I was focusing so hard on optimization but i didn't prevent the game from running at like 240 frames a second ;O; I updated the game today to add a frame rate limit in the options and now it uses SIGNIFICANTLY less GPU. You saved my LIFE!
A bag preview is a really good idea! That's something I've noticed a lot when I see people test the game; it's not really clear what the bag size does until you've seen it in action. I was considering adding a bag packing mechanic where you can choose what key items and consumable items to bring with you when visiting the house. I might revisit that idea if I iterate any further, as that would inherently include a bag preview.
Thank you so much for the kind comments! Job search is going ermmmmm okay ;_; shout out to the economy! I'm excited to see how Goreticulture has changed omg I gotta get on that
Loved the aesthetic from going from a cutesy webpage style to going right into the horror first person gameplay! The visuals and audio were great, especially in the haunted house gameplay! Loved each of the character interactions with the friend, her mom and her little sister throughout the start of each day. Really liked the feedback while using the gun as it felt shaky. It felt like I was really getting into the character who was not experienced with a firearm. I was confused on how the pills worked (wasn't sure how to use them) but everything else mechanically was pretty straight forward, from dragging and dropping items into your inventory to reloading the gun. Had a little trouble at first but got the hang of it pretty quickly. One thing I should've done on my playthrough was wearing more of the clothing to get a bonus instead of outright just selling it, All in all I had a blast! Great job!
Thank you so much, this is so nice to hear!
I agree with you on the pills - it's not as intuitive as it could be. Definitely worth tweaking if I iterate on this idea.
Also i LOOOVED Rock Paper Society omg I can't stop thinking about scissors o'toole... Hope he's doing okay...
I know you were in the stream watching live, but I just wanted to reiterate that I had an absolute ball with this game! The concept is unique and well done; the characters are well drawn and fit their personas so well, and the humor, especially in the signs, is just on point. I love that the gun shakes in the character's hand as she isn't used to shooting, a really nice touch!
If I had any notes at all, I would say the dragging items to inventory sometimes seems to take two clicks instead of click-and-drag, and I couldn't figure out how to heal at all. It didn't seem automatic after leaving, and when I picked up the pills, there was nowhere to drag them to (I tried dragging to the hearts, but that didn't seem to be it).
All in all though, I look forward to seeing this on Steam one day (I hope) so I can smash wishlist so fast :D
VOD (with timestamp in link) in case you want to see me playing: https://www.twitch.tv/videos/2874427686?t=01h18m03s
THANK YOU SO MUCH FOR PLAYING!! I was so excited to watch it live!
I totally hear you about the healing stuff. I think it might be beneficial for me to go back and add a proper healing tutorial; everything was working as intended when I watched the stream but it's definitely not clear how healing works, so it's good to hear how the mechanics can be interpreted without a proper tutorial on them. I probably oughtta add ANOTHER one of those damn tutorial signs...
Thanks again for your kind words! It was so thrilling to see you laugh at the jokes on stream. A REALLY nice ego boost for me! Keep up the good work with the streams, you're awesome for that!
Nice game
Hey I gave the game a play. This is really well done. A great concept, executed well. I like the resource management, and that some of the clothes give you buffs, but then you also can sell them for more if you wear them. I also like that you return to the same level and slowly open it up as you go. Here are a few notes I have:
--All of the chat text can be a bit long, so I started skipping it. It fits with the characters and vibe, but I was more interested in getting back to the bando.
--Dragging stuff from the inventory to use it is a bit clunky. Having it a little difficult to pick up cloths makes sense, but I had some difficulty trying to cut the lock with the lock cutters.
--I like enemies, they really fit with the atmosphere.
--I made it through 3 days, and I don't think I was gonna make enough to get the rent, but maybe you start getting more expensive stuff? Or maybe bigger bags?
--I kind of understand the LEAVE NOW, like it would come when the big bad saw me, but is stealth supposed to be part of it? I never knew whether I could sneak around or like sense them. Also, did the athletic shoes like give a sneaking bonus? Sometimes I don't pay attention to things, but having something like that could be cool.
--Probably could use some optimizations, as my fans seemed to be going really hard as I played it.
Anyway, nice work! I think this is definitely worth expanding on if you want.
THANK YOU FOR PLAYING! And for your kind words!
I've seen some people have issues using the bolt cutters when they stream the game - they're programmed to be used in a very specific way for their interaction to be triggered, but seeing how people naturally use the item makes me want to go back and program some additional ways the player can make the interaction work. Thanks for pointing this out!
Explanations of certain game mechanics are hidden in notes around the map. Athletic shoes didn't give a sneaking bonus, but I thiiiink they give a speed bonus iirc. I'm kind of going back and forth on if I like having some mechanics be a little mysterious, like how the clothes you wear affects your stats, or if I should explain them outright... As of now, it's all explained in hidden notes!
And THANK YOU for pointing out the optimization stuff, I added a frame rate limiter so i think it SHOULD be a lot better now. Embarrassed that I forgot to include that from the get-go!
I'm also really excited to play the Department of Gravity omg... I've been doing a bit while I've streamed feedback quest games where I'll randomly select a game that's been submitted through a big spinny wheel or a marble race, but truthfully I need to rig it so I can play your game soon. It most definitely looks like it'll be right up my alley!
Honestly surprised this hasn't blown up yet, really unique concept! Love the wacky humor contrasting with the spooky house you gotta sneak into, works really well actually having that kinda whiplash between the two tones. It felt a bit clunky trying to pick up items and put bullets in the pistol (especially when things got tense), the not-Cynthias from Rugrats took bit more shots than I expected (or the aim is just a bit too wobbly). Maybe you could buy upgrades same way how you can buy items online? I also felt like I didn't know if there were any strategies to getting more cash aside from wearing a set with decent worth then selling it the next day. I did like the hint that leather items were stronger against attacks but besides that it felt a bit "okay figure it out yourself" without much in terms of clues or just being able to naturally learn. Maybe I missed some stuff. There's a timer for how long you can stay in the house which is good for getting the player to move, but I don't remember there being any kind of a readable indicator before the creepy head was comin' to get me.
Maybe there could be a quick pick up button like F or something? like if you have empty slots you could pick up items instantly? I'd also have the bullet boxes be able to combine in your bag automatically, like i had a box with 2 bullets and another with like 4, and I thought they'd combine. Maybe I needed to drag one over the other? Still had a good time with this one even if it kicked my ass lol
THANK YOU SO MUCH FOR PLAYING!! And for the feedback!
I was kind of going back and forth with the "figure it out yourself" mentality, and I'm still not sure what I prefer. I have some hidden tutorials around the haunted house that describe how each type of clothing affects your stats, like doing extra damage, moving faster, etc, but it's explained through hidden notes and written in the kind of stupid language the entire the game is told with, so it might not be super clear :P maybe a more elegant solution would be to add a web page or something in the dress-up UI that tells you how a clothing type affects your stats after you've found the hidden tutorial note that explains it... Or maybe I should just make information readily available! It's the same with the hidden timer that starts whenever you explore the house - I have it programmed to display a random "foreboding message" whenever the creepy head is about to show up, but it might make for a better game to just give direct information and include a visible countdown instead of making things cryptic. Not really sure what the best approach would be, but it's fun to think about LOL thank you for being my soundboard!
And you're SO RIGHT about stacking bullets, that's a no-brainer that I absolutely forgot to implement LOL. Definitely worth adding! Thanks again for playing OMG i just played your game and it was really really cool (review incoming) so it was very exciting to see your positive words :)