Goosebumps: Terror in Little Creek is a genuinely admirable attempt at repurposing the formula from modern horror games like Outlast and Resident Evil into a kid-friendly adventure game. The results are scrappy and predictably low budget, but there’s fun to be had here.
You play as Sloane Spencer, a bespectacled swot from the sleepy suburban town of Little Creek. Strange sightings have imposed a curfew on the locals, and you and your scaredy-cat friends are determined to get to the bottom of it.
While it shares little in common with R.L. Stine’s legendary fictional universe, the game ultimately captures the spirit of the novels as kids overcome impossible odds.
Gameplay is divided into two core elements: stealth action and puzzle solving. For the latter you’ll need a keen eye, as while the brainteasers are never particularly challenging, they do rely on you paying attention to clues. A hint system will help out youngsters, but we suspect most children over the age of 12 should be able to figure out what to do.
As for the more action orientated elements, you’ll often find yourself sneaking past foes and using your slingshot to create distractions. Enemies tend to follow simple patterns which makes them easy to manipulate, but the stealth is just about good enough to create a sense of tension when required.
Our biggest criticism is that Sloane’s movement can be glacial, even when she breaks into a sprint, and that makes the constant backtracking a bit of a chore. You do unlock fast travel points and shortcuts, but you’ll feel like you’re going through the motions at times as you amble your way around the same streets and locations.
The game’s also extremely flat visually, with very basic geometry and texture work. A couple of landmarks look nice, like a local theatre and museum, but generally you’ll be dealing with samey looking scenery populated by copy-and-paste art assets that suit the aesthetic but don’t really draw you in.
Still, with the campaign running for around four or five hours, this is a breezy experience that repurposes many of the main elements from the horror genre for kids. The art direction is a bit bland and it certainly won’t entertain anyone above the age of 15, but as a spooky experience for young’uns there are some scrappy spooks on offer here.





Comments 11
Gooseberrrmps! I scanned the first paragraph and thought they’d made it like Outlast and RE for a second! Hey kids, are you ready for the torture scene?!
@DrVenture69 Haha! Obviously it's very tame, but you can see the inspirations from those games in what they're trying to do here.
Sounds like one of the better games in the Gamemill pantheon.
I might grab this for my son when a sale hits, seems like one he’d enjoy.
Looks like a fun Halloween game for kids, and it's Goosebumps, can never go wrong with that.
So... there's nothing really all that ''Goosebumps'' about this game is there? You could take the name away and this could be just about anything else.
I’m actually terrified by that thing?!
If fair stealth/slingshot use, fair locations, sure what what else did you expect for an adventure game/kids horror game? I mean water pistol/paintball games to Splatoon are different quality too, Splatoon's SP is short and well designed.
6/10 is a fair score though.
IF the puzzles are decent sure, but it's a puzzle game, tell me reviewers what puzzle game is 20+ hours long? Indies aren't, bigger budget ones aren't. Past ones are? So who are you kidding? 20 to 50 hours is the particular point but a 100 hour puzzle game is pretty repetitive by that point. 100 hour visual novels sure that differs, but 100 hour racing sims are that way and do mix it up by some things, at least 'used to' their progression is pretty bad these days but still deliver enough of that. So a puzzle game that's short 'how short' what 3 to 6 hours. Compare to Indies much?
Not read Goosebumps in years so my knowledge is off but it could be 'fine enough on brand'. Better kids games exist no doubt, dev/pub is obvious of quality here too. But that aside.
Were you going to play a Goosebumps game that's got say 6 short stories in it? That last say 2 to 5 to say 10 hours each Varied puzzles? Whether a fan of the IP or not? That's a valid question regardless of review time you had or not? Then say a 30 hour single adventure. Point n clicks can be, but how much is working out what they want you to do. Then many others.
https://howlongtobeat.com/?q=goosebumps
I mean Uncharted games of the past are short too, they just balance out the production value along with the puzzles/combat. RPGs/horror games of higher budgets always had long lengths. Platformers, puzzle, shooter campaigns never did.
https://howlongtobeat.com/?q=uncharted
I get price point, I get budget/quality/publisher/developer here but do the math when making points like this.
https://howlongtobeat.com/?q=The%2520Sojourn
https://howlongtobeat.com/?q=portal
Portal 1 or 2? Nope? (Solo/co-op both sure, 1 mode no) The Sojourn? Nope? It Takes Two? Nope 14 hours. Gravity Trickster a Kula World style game? Any others of the 3D walk around puzzle games or adventure game Indies that are? Plenty to name there. None I know of. I'd have to look them up to be sure.
I only listed a few anyway. I haven't played any of those besides Portal/Gravity Trickster, I don't play many bigger budget Indie adventure games. But Adventure games can and have puzzles or story as the hook but even then. They aren't that padded.
Even Another Code remake was 2 games combined (stupid decision) and played like a boring Sony walking game but I wanted it to support a remake to a DS/Wii games (Nintendo IP and Cing isn't around anymore) with gimmicks and it's the most 'eh' remake I've seen with few gimmicks and dumbed down so much, it's accessible and the family story is great so I respect enough of it in tactic from the original, but at the same time it's niche audience to then widened audience I think ruined the game. Even combining them, there is no menu to play either game, it's both back to back, which annoys me for progression to 100% it, I have to redo from my past save (not too far anyway but still) do get that past part then do the story again, it's such an awkward remake.
Part 2:
Otherwise already was clear of this Goosebump's game's budget, it's artstyle, movement is an odd one I find MANY games with higher budgets clunky and 'grounded' and heavy and slow but that's just me. XD I hate modern game feel it's atrocious.
Short length I think is a stupid con, you want padding? By all means, eat garbage repetitive gameplay of the modern era for hour counts to make a number look appealing for bland gameplay reviewers, dialogue and wandering, puzzles and more of certain quality, for 20 hours then.
I'd rather a short game no matter how bad then padded out with bad puzzles, basic puzzles and boring tasks regardless of the scares/other things that fits the IP or not. I played Brave movie on Wii and had enough with it/fun. Played many other license games of mixed quality and shovelware of the past, not as much current era They could add items or abilities or more angles to make it kid friendly but at the same time, it would go too far and not be 'modern era accessible' design would it?
I've made puzzle maps before in games and thought about the layouts and dynamics of the puzzles for a Portal like before. I could go longer but I was limited by what I was working with and didn't want to crammed too much in. But it's a map so it's not supposed to be long and even then I had only so much ideas or dynamics I could make puzzles out of using it's core or to trick players with darkness or where to go next, etc.
Games are simple or accessible these days, Goosebumps is a licensed game for kids (plenty of old kids games had skill or difficulty to them I know I still play or pick them up on old consoles), why would they put too many complex things in or make a long game too padded and boring of puzzles and dialogue by the end? Answer me that please? Teen/adult games are more dialogue/tone/skill trees, hardly skill based anymore either. XD
I don't play open worlds for hours, I barely play them at all, the only ones I played had platforming or more mechanically engaging ideas like Infamous Second Son, Sunset Overdrive (tower defence/platforming side missions, not boring outposts) and Gravity Rush. I play linear games or those open worlds with good ideas, not boring themes/worlds with boring tasks or 'scenarios' to do. Or skill tree garbage progression. I play old games for a reason and any modern games like that or puzzle games are usually still consistently fun. Just not the ones like this Goosebumps game anyway. Other types I mentioned.
So to me games need a hook, if puzzles are the hook then say abilities or items then by all means. Story, the licensed IP and it's quirks, whatever the case, it can be for the game's hook. They have only so much puzzles or Goosebumps type theming to work with. Have you people played puzzle games?
I play the 3D obstacle course ones not the 2D Tetris/other types and they are reasonable short length with enough depth and variety in obstacles, objects, rules to them.
^ Im baffled that a post was needed that's that long about this game it needed 2 parts 😂
@Andy22385 There is a reason I ignore people and post whatever I am thinking no matter how bad a game is.
I don't make posts for normal people.
Also 'they can make a review' but I can't make a post like a review length or speculation or questioning pros/cons. Some people have their head on backwards of standards. No wonder people don't think.
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