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Mall Monster

Mall Monster

Action

Overview

Mall Monster presents a tense top-down survival experience where players navigate mall corridors while evading a relentless creature. Initial feedback reveals a game with promising atmospheric elements that struggles to sustain engagement beyond its core premise. The concept of navigating commercial spaces while managing physiological panic responses creates moments of genuine tension, though these highlights are tempered by repetitive objectives and pacing issues that emerge over time.

Tense Pursuit in Retail Spaces

The core survival loop centers on navigating distinct mall sections while collecting keycards to unlock new areas. This creates a satisfying progression structure where each secured card feels like a hard-won victory against overwhelming odds. The monster itself generates palpable dread with its Alien Breed-inspired design and terrifying speed, making every encounter feel potentially lethal. When the creature appears on-screen, escape becomes nearly impossible, forcing players to constantly scan their surroundings and plan escape routes.

The monster is annoyingly fast and when it does manage to appear on your screen, there is little or no chance of outrunning it.

Moshboy

This constant threat creates effective tension, enhanced by the innovative pulse mechanic. As players approach danger, both audible heartbeat increases and a visual pulse bar provide crucial feedback about imminent threats. This physiological approach to tension stands out as the game's most compelling innovation, translating stress into tangible gameplay consequences. When the pulse maxes out, temporary blackouts create desperate moments where players must recover while completely vulnerable.

Repetition Undercuts Tension

Despite strong foundational elements, the experience becomes hampered by repetitive objectives and limited environmental interaction. The keycard collection loop repeats across each section without significant variation in objectives or environmental storytelling. While bonuses provide minor distractions, they fail to meaningfully evolve the gameplay or introduce new strategic dimensions. This structural repetition causes the initial tension to gradually transform into monotony, particularly during extended play sessions.

The blackout mechanic exemplifies this issue - initially tense and innovative, it becomes frustrating when triggered repeatedly in quick succession. Without sufficient tools to manage or mitigate panic beyond basic evasion, players feel increasingly powerless against both the monster and their own physiological responses. This lack of player agency beyond running and hiding prevents the promising concept from reaching its full potential.

Functional Presentation

Visually, Mall Monster adopts a utilitarian approach that serves its gameplay without dazzling. The top-down perspective clearly communicates environmental layouts and monster positions, though textures and details remain serviceable rather than immersive. Atmospheric sound design proves more effective, with monster proximity cues and escalating heartbeat effects creating a palpable sense of dread that elevates the experience beyond its visual presentation.

Verdict

Tense survival concept undermined by repetitive execution

STRENGTHS

40%
Tension Mechanics75%
Sound Design70%
Core Concept65%

WEAKNESSES

60%
Repetitive Objectives85%
Monster Balance75%
Mechanics Depth70%
Visual Polish50%

Community Reviews

1 reviews
Moshboy
Moshboy
Trusted

Mall Monster is a top down game, in which you control a guy running around a mall, trying to avoid a monster. The game is split into sections in which the aim of each is to collect the keycard that gives you access to another section, while continuously avoiding the monster. The graphics in the game aren’t bad – but nothing awfully special either. They do their job but don’t really dazzle or anything. The sound is atmospheric – whenever you start getting close to the monster you can hear it and you can also hear your heart beat increase (which is also shown on a ‘pulse bar’ down the bottom of the screen). This is a nice touch, although ultimately it doesn’t save the game from becoming monotonous. The game play isn’t bad but there just doesn’t seem to be enough to it. You run around avoiding the monster, you collect various bonuses and keycards and you move onto a different section. If your heart rate starts beating too fast, you black out for a short period of time. At first this seems like quite a nifty little addition to the game, but the novelty wears off very quickly, especially when you black out several times in quick succession. The monster itself (which looks like something out of Alien Breed) is annoyingly fast and when it does manage to appear on your screen, there is little or no chance of outrunning it. Even with all of its good ideas, there is just something about the game that makes it seem a little bit underdeveloped. In conclusion, this game is still worth a look – just don’t expect anything too amazing and you won’t be disappointed.

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