



The Supermarket (2013/2026 HORROR PROTOTYPE GAME)
The Supermarket" is an idea I had back in 2012, or more likely 2013. It was a concept I came up with when I was just a kid, after watching some horror movies—maybe ones set in a supermarket involving a virus, a parasite, or something similar. Back then, I would sneakily watch them on my parents' TV, and the idea of this supermarket popped into my head; it felt very realistic. The cool thing was that the concept was highly interactive. I wanted players to be able to do whatever they wanted because you were trapped inside this supermarket with no way out. The unique part was the interaction with the monster: a black, shadow-like creature that roamed around, trying to catch you. You would hide among the supermarket shelves, move from one side to the other, and throw objects to distract it so you could head elsewhere, or experiment by throwing things at it—either to escape or to get caught—along with other similar interactions. It was meant to be a prototype focused on these various types of interactions with the monster. It would slowly search for you, and if it spotted you, it would chase you.
In 2026, the year I developed two horror games—the 3D games named H-im and Slender , both using Unity 2.5.
I decided to develop "The Supermarket" at first on Unity 5, but honestly, that version is terrible; it’s really bad, doesn't work well, and has various issues. It truly seems that older engines were better than the recent ones; it always seems to be true that things from the past were better. So, I decided not to use Unity 5 and instead stuck with version 2.5. I chose to keep using that version to build this game and to try, as much as possible, to create something I hadn’t done in the other two games: advanced interaction with the monster and in the game in general, along with advanced AI.
I wrote all the scripts with the help of Gemini, the AI, but they were all conceived, solved, and curated entirely by me, one by one, all thought out using my intuition, my creativity, and my mind regarding the mechanics and everything else.
For none of these three games I used pre-made scripts. I have always created every script from scratch, with the exception of the standard First Person Controller one. Everything else was created by me from scratch to make it work.
I hope I can really get the whole game to be the best I want it to be, in a way that is interactive and exactly as I envisioned it back then, and as I want it to be, so I can show it to you and let you have fun facing this monster, with as much freedom as possible.
The monster will have multiple modalities; it can fly, scan its surroundings, and detect sounds. It also reacts when objects are thrown nearby, and it even interacts with those objects. It does everything.
It really took a lot of effort to create this "The Supermarket" project. I put a lot of work into it, especially since I started the Slender project and the other one—the World War project—just this month. With every project, I did more and more compared to the previous one, increasing the interactivity, working hard on the vibes, the textures, and the scripts to make everything very intelligent regarding the monsters—making them smart and capable of doing many things—always trying to evolve each project more than the last. And I went from not knowing how to do anything to creating this project in just two weeks. It's a very short amount of time, which also means a lot; it means that I have the ideas, I have the ingenuity, and I’m clearly capable—I solve problems when certain scripts don’t work, so I’m able to get pretty much everything done. I’m happy with how it turned out, and I hope people appreciate this, because they might see an incomplete prototype with only a few things you can do, but they don't understand what’s behind it: that there is so much behind it, a person who only recently started making 3D games and managed to do all this in such a short time, and that is worth a lot.
ALL SCRIPTS CREATED BY ME FROM SCRATCH, I DECIDED TO NEVER USE SCRIPTS TAKEN ONLINE, ONLY THE STANDARD FIRST PERSON CONTROLLER ONE.
The goal of this game is to interact with the monster in every possible way—sneaking around, hiding, throwing objects, trying to escape from him, and experimenting with pretty much everything, because there is no way out. This is a prototype that is specifically built around experimenting with the interaction with this monster.
Remember: Use the E key to take items from illuminated shelves, the G key to throw them, space for jump, and the left Shift key to run.
The game can be found on my itch.io profile named Slender Nightmare's Laboratory.