- August 13, 2018
- skhapps
- 5h median play time
Emily Wants to Play
Platforms
About
In "Emily Wants To Play," you deliver a pizza to a creepy house where the windows are boarded up and the front door mysteriously closes behind you. As hours pass, you must avoid three dolls and a girl named Emily that roam the house. Stay alive to make it your last pizza delivery, or become the dolls' next plaything.
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- The game delivers effective jump scares that keep players on edge.
- Unique gameplay mechanics that require players to strategize to survive against different dolls.
- The atmosphere is creepy and immersive, enhancing the horror experience.
- The game lacks clear instructions, making it frustrating for players to understand how to survive.
- Many players experience bugs and glitches that disrupt gameplay.
- The final hour can feel overwhelmingly difficult and relies heavily on luck, leading to unwinnable situations.
gameplay
172 mentions Positive Neutral NegativeThe gameplay of "Emily Wants to Play" is characterized by its unique mechanics and tense atmosphere, drawing comparisons to "Five Nights at Freddy's" with its hour-based structure and multiple antagonists. While the initial hours provide a fun and challenging experience, later levels suffer from increased randomness and frustrating mechanics, leading to a mixed reception regarding its overall execution. Players appreciate the jump scares and the need to learn the mechanics, but many find the gameplay repetitive and reliant on luck, with some bugs detracting from the experience.
“Emily Wants to Play delivers a chilling and immersive horror experience with its unique gameplay and tense atmosphere.”
“The gameplay loop, while basic, has good flow on paper and gives every character a unique purpose.”
“But Emily does it greatly, with four antagonists and every night having different combinations, plus two hours having completely different gameplay that will keep you invested.”
“Had a lot of good scares and a fun time until hour 5 came around; the last hour was complete RNG, half the mechanics felt like it was a 70/30 coin flip on if they'd actually work, and the amount of RNG became much worse.”
“Each 'hour' of the game is about five minutes in real time (if you don’t die, of course), but it feels like it’s several hours instead, for the sheer mind-numbing boredom the repetitive gameplay induces.”
“Unfortunately, the gameplay is just as nonexistent, and all of the entertainment value stems from jump scares.”