Which Mascot Ought To I Play?

A mascot is a marketing tool that represents the values of an organization and helps to show off its brand and interact with fans. It is important to choose a mascot that embodies the organization’s spirit, values, and community. To be a successful mascot performer, it is essential to follow these tips:

  1. Take a quiz to find out your personal mascot’s true identity.
  2. Learn how to be a mascot by observing the mascot performing at a game and identifying what things they do.
  3. Prepare for mascot auditions by attending a game where the mascot is performing and checking out what things the mascot does.
  4. Consider the sports mascots you are considering, such as the NFL, NBA, or NFL, and consider the combination of looks and personality of the mascot.
  5. Consider the school culture and identity when choosing a mascot. In the NFL, mascots may not get noticed or be in the background, but in the NBA, mascots like Benny the Bull or Banjo the Buck can be more noticeable.
  6. Consider using a structured skit to disguise the mascot as an object to lure rivals and then disrobe as soon as it appears to attack.
  7. Learn how to choose, design, and maintain a mascot that will bolster the school’s identity and spirit.

In summary, choosing a mascot is a crucial aspect of any organization’s branding and communication. It is essential to choose a mascot that represents the organization’s values, values, and community, and to avoid spooking the mascot with newcomers. By following these tips, you can create a successful and memorable mascot that represents your organization’s values and community.


📹 (Mascot Induction) Free Training On How To Be A Mascot Tips & Advice, @PrimeMascots

Free Mascot Course: tips and advice on how to be a mascot, free mascot induction and training on how to be a real life puppeteer …


What is the richest mascot?

The National Basketball Association’s Denver Nuggets mascot, Rocky, is the highest-paid mascot in all of professional sports, with an annual salary of $625, 000. Notwithstanding the fact that he is not the highest-paid mascot in the NFL, Rocky is nevertheless regarded as the highest-paid mascot in all sports and was inducted into the Mascot Hall of Fame in 2006.

What are 7 lucky charms?

The tourist office team has prepared a list of seven lucky charms to bring luck to travelers. The first charm is the ladybug, which is believed to bring good luck. The legend dates back to the Middle Ages, where a man wrongly accused of a crime was pardoned when a ladybug came to rest on him just before the executioner’s sentence. Since then, the beliefs around God’s little beast have become inexhaustible, and the beetle with black-spotted carmine elytra is still present in the collective unconscious, like the little insect that brings happiness wherever it goes.

How to design your own mascot?

To create a successful brand mascot, follow these steps: 1) Choose the right character, 2) Think about the character’s personality, 3) Plan a visual and content marketing strategy, 4) Choose poses, emotions, outfits, and scenes, and 5) Design the character. Factors like humans, animals, or objects should be considered when choosing a mascot. Building the character’s personality involves answering simple questions and outlining the character’s usage to better budget planning.

How do you choose your mascot?
(Image Source: Pixabay.com)

How do you choose your mascot?

Choosing a mascot for your school, sports team, or organization can be challenging, especially if your brand is not already associated with a character, persona, or animal. To narrow down your search, consider a list of popular mascot ideas and include associated characteristics. If you find yourself with multiple ideas, consider creating a poll to get the community involved in the process.

  1. Choose the values your company wants to exemplify. Ask yourself key questions about your values, such as what makes you unique, what makes you special, and what makes you a good fit for your brand.

  2. Research examples of similar mascots and request a sketch to help narrow down your search. This will help you select a mascot that best represents your brand.

What should my school mascot be?

To develop a school mascot, consider the area’s wildlife and climate. Consider native animals, characteristics of these animals, and weather patterns. Community leaders can also be helpful in the selection process. For example, the Lamar State College Orange Gator is named “Tilly” after local war hero Second Lieutenant Bill Tilley. Consider factors like community leaders, military veterans, school founders, builders, and donors.

By considering these factors, you can create a mascot that represents the unique characteristics of your school and its environment. By doing so, you can ensure a strong and memorable mascot that represents your school’s values and commitment to its growth.

How do schools pick mascots?

The selection of a mascot is a decision that varies from one educational institution to another. In some cases, the choice is made by the school administration, while in others, the decision is left to the students, either through a vote or through the authority of the Student Council. In addition, some schools alter their mascot on an annual basis. One school, for instance, has a different mascot each year.

What is the number 1 mascot?

Aubie the Tiger, the world’s most beloved mascot, is ranked first on Big Game Boomer’s list of the best college mascots for the 2022 season. Aubie won the UCA National Championship last season and has 10 UCA titles, making him the most successful mascot in the country. He was the first inductee into the Mascot Hall of Fame in 2006. Oregon’s mascot, The Duck, finished second on BGB’s 65-mascot list.

Is a mascot good luck?
(Image Source: Pixabay.com)

Is a mascot good luck?

The term “mascot” was borrowed from English and means “a person or thing thought to bring good luck”. Today, it is often used to refer to an animal chosen by a school or college as a good luck symbol for its sports teams. Examples of mascots on the web include Axios Richmond’s mascot, Buc-ee’s famous beaver mascot, RyanAir’s light-hearted spoofs, Duolingo’s green owl mascot, and the school’s mascot.

These examples are programmatically compiled from various online sources to illustrate current usage of the word “mascot”. Any opinions expressed in the examples do not represent those of Merriam-Webster or its editors. Feedback is welcome to help improve the understanding of the term.

How do you come up with a good mascot?
(Image Source: Pixabay.com)

How do you come up with a good mascot?

To create a memorable brand mascot, consider the following tips: 1) Introduce gameplay with pixelated characters, 2) Add depth to bring the mascot to life, 3) Exaggerate features to make mascots memorable, 4) Color it unusual, 6) Avoid an animal already chosen as a mascot, 7) Name it smartly, and 8) Decide on a personality. Character designers are constantly striving for uniqueness and inspiration from various sources. Modern mascots should be memorable, recognizable, and original, and if they are a brand logo, they should represent a consistent character.

Most mascots should be flexible, look good in every medium, and display emotions. The lively attribute of a top-of-the-line character design is essential, as designers often struggle to display emotions with simple mascots.

Is being a mascot fun?

Being a mascot involves joy, laughter, and happiness, making fans happy and creating magical memories. It’s more than just a job; it’s a chance to give fans unforgettable experiences. To be a successful mascot, one must have a personality that has been liked by others. Bringing energy, joy, and creativity to the role is crucial, and if someone can do it, so can you. So, prepare to suit up, get into character, and let the fun begin.

What's the most common mascot?
(Image Source: Pixabay.com)

What’s the most common mascot?

The world’s most popular mascot, the mighty bulldog, is a symbol of loyalty, calmness, and friendliness. French bulldogs ranked as America’s second most popular dog breed in 2020, according to the American Kennel Society. This breed’s popularity stems from Yale University’s decision in 1890 to adopt a bulldog mascot as a representation of their core values and beliefs. Since then, thousands of high schools, colleges, companies, and organizations have agreed that the bulldog best represents their core values.

Bulldogs are known for being loyal, calm, friendly, and great with kids, making them a perfect choice for mascot costumes. They are trustful, loyal, welcoming, and stoic, remaining calm in almost any situation. Their cute appearance also makes them a popular choice for various organizations. The bulldog’s reputation as a strong and loyal companion is a testament to their versatility and adaptability in various settings.


📹 Indigo Park is What Mascot Horror Should Be

Indigo Park is the newest mascot horror kid on the block, and it’s certainly a refreshing take on the genre. However, it’s not perfect.


Which Mascot Ought To I Play?
(Image Source: Pixabay.com)

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  • I like the detail that, once Rambley stops hiding behind the park assistant system role after you escape Mollie, his animations – previously just him snapping between various premade poses – turn to fluid movements between more expressive poses, shifting his stance and moving his arms and head to better match what he’s saying.

  • Things I would like to point out: 1. The protagonist does have a name: Ed. This is told to us in the discord messages at the beginning of the game. 2. The 100 years lore drop does actually make sense. Disney has been around for more than a century, so… 3. Yes, that mascot head dialogue is a fan game reference… and yes, there are a few more in there… 4. The developers wanted this to be a sneak peak before they actually started making the full game, and they strived to actually be longer than most mascot horror chapters. For chapter two, they plan for the next chapter to be at least an hour and thirty minutes. 5. The creator of this game does want to improve on what he’s already made. I’m glad you addressed all the other criticisms people made – he doesn’t need to hear the same things over and over again Edit: On a final note (apologies for making this comment any longer), I do have a few ideas of where the game is going. It’s most likely that Oceanic Odyssey will be a copy of Disneys 20,000 Leagues Under the Sea. They both shut down for “maintenance”, (Disney just abandoned it) both are ocean themed, and there’s even a massive sea serpent animatronic in both parks. It just makes sense. As for the overall story, I think the true villains of the plot is Indigo Park themselves. Everything points to them as the reason why the park is in such disrepair.

  • I took Finely’s “100 years” comment to be one of two things: 1) It’s just meant to be Hyperbolic. A kind of “We’ve known each other for so long”, type deal. And or 2) It’s a reference to how long the characters have existed. For example Mickey Mouse having existed for over 90+ years, and how Disney makes tiny jests about the age of the character.

  • I think my favorite part of the game is that the characters are actually BELIEVABLE as mascots. FNAF animatronics are kinda scary looking even before the place closed, Poppy Playtime toys are all super creepy, and don’t get me started on how I would not want kids anywhere near the Banban monsters. But every one of the Indigo Park mascots looks how I would expect a theme park mascot to. They’re all super cute, even Salem, which leaves more room for shock when we see their more evil versions. I think too many mascot horror games are just focused on the scare factor, which sometimes hurts their worldbuilding. But I think Indigo Park has the perfect balance. I can’t wait to see more of this game!

  • Ive seen other people say that this chapter is too bare bones or not scary enough but- no shit? Its the first chapter- its meant to establish the setting and the lore needed to understand the story, it shouldn’t be putting all its best scares out in front. Some people do not have any patience anymore. But yeah, after one whole year of Banban this is a breath of fresh air and I can only hope things can improve from here

  • Judging by some of Mollie’s voicelines, it seems that employees abusing the mascots was a common occurrence. Given the fact that Salem is barely seen around the park and would be villainized due to her being the antagonist, I wouldnt be surprised if this ends up being a story about a small-scale AI uprising, given the arcade machine and the “park evacuation” mentioned on the newspaper in the opening intro. I think Rambley was kept out of the loop due to him being the “teachers pet” of the AI cast, which is why he is both unaware of what happened and is helping the player along the way.

  • Something I love with Rambley is that while an AI for the park, he’s not entirely bound to being its perfect little greeter-in the sense of while fun and goofy and loving Indigo Park, he’s open about some of their sketchy stuff (see how he mentions that they just spray-painted a bunch of his pushies gold and called them special, he likely should know not to say that to a guest), and willing to jump through loopholes to help (him saying to not come into an employees area but quickly making you a new staff member to let you in and thus not technically break protocol). Idk it’s kinda really interesting seeing him function like an AI, taking in what’s going on around him and adapting to that. He likely picked up things from the staff and now from interacting with you the player and has since gone beyond his original program. You see bits where he’s still holding to it like with the trademarks and such, but also where he’s gone beyond.

  • The game makes the mascots look and act like something that would actually be a mascot for a franchise. something that a lot of others in this genre fail to do honestly. Rambley carries the first chapter. hes just so likeable and trustworthy that you kinda want to keep going just to hear what he says next.

  • I just realized, in the “deep fake disney” intro sequence, you can see that Llyod seems to ve the primary mascot, with his face being plastered next to the gateway, but when you see the park ‘in person’ or even on the second monitor, his face is replaced with Rambly. Idk, just an interesting detail for all the theorists out there, maybe the reason for his and llyods beef???

  • I think it would be really neat if they’re gonna turn up the scares and horror here, they should make Rambly a beacon of safety and comfort. But more than that he should have an underlying tone of illusion in that regard. He already is a very charming character, and he’s stated that he doesn’t have very much control over the park so I think it’d work great. Rambly would be kind of like the companion cube from Portal. He would make you feel safe and like you’re not alone, but in reality he’s just a cartoon ai who can only really say some comforting words of encouragement. I feel like that would work really well if pulled off. Plus you really don’t see that done in mascot horror.

  • I know in a few sections you can hear Molly repeating words, like in the train ride she repeats some of the phrases. It would be cool if they expanded on it, having her repeat words the staff or visitors used to say to her, just showing a bit of life behind the character and a little bit of information about how she was treated by the employees before they left.

  • I’m not on the dev team for the game, but I’m friends with one of the main people driving the narrative in the game- RecD (Tom Hart in the credits), and I can tell you just peripherally how gobsmacked the team is by all the positive support they’ve gotten since release of this first chapter. They loved making this and are DEFINITELY looking forward to what comes next, and are going to have access to better resources thanks to the MASSIVE success of the kickstarter (and makeship plushie!). They are very much going to be fixing a lot of the stuff that you cover, both going forward and, POSSIBLY, retroactively addressing some of these things in chapter 1. And I actually really appreciate you not shying from criticism, but acknowledging that a lot of people have already commented on the flaws. I don’t know most of the secret stuff that the dev team knows. That sauce is still exclusively on their cheeseburger, and I can’t dip my fry in it yet. BUT I know how passionate RecD/Tom is, how excited he is to step up the quality going forward. Also, he helped compose a good chunk of the music (alongside Seek and Jake), especially the end credits song. If you didn’t know, he also posted the official music article for “Rambley Review”, and there are a few interesting lore tidbits included there. 😀 Might be worth checking out! Even if I’m not someone directly involved, I’ve been proud to see something that my friend worked on be so well received- he and the rest of the team deserve the recognition, and articles like this make me SO happy and proud for my buddy.

  • You know, I’m starting to wonder if there’s more then one “Mollie”? She’s able to stay ahead of you during the train ride, but she’s also running after you in the photos. She opens the doors but right after you turn around, without a way for her to get ahead of you, she’s crawling through the tunnels ahead of you. In irl parks, especially big parks like Disney, there’s multiple actors for the same character. I could see multiple mascots being created to work in the park. It might explain why both Mollie and Loyd were covered in blood and survived for 8 years. It could also add to the employee’s treatment of these critters? Like why they treated a likely very expensive, and scientifically experimental, creature like they could replace it at the drop of a hat. If they’re made on site and there’s a lot of them, they don’t have to be as careful about how they treat these literal living mascots.

  • I love the theory put forward by Backseat that Lloyd was the Park’s mascot before Rambley. Him being the only one with a throwback plush, the fact that a discarded bronze statue of him can be found in the backstage area, his plushes description saying that the park used to use him more, and Rambley’s general distain for him all seem to imply as such!

  • One of the things I really love, that I don’t see enough people mentioning, is that the creator stated that Rambly is NOT a twist villain. That they feel such things are overdone and so they aren’t going to do it. If they actually stick to that it’ll be such a breath of fresh air…and you just know a ton of let’s play people won’t know that and will be expecting the betrayal at any moment.

  • There’s something you missed with Molly. The crushed animatronic when you have to fix the ride is speaking, saying “Not Rambley! He (something, either hates or hurts) Lloyd!”. And the death screen for when she kills you says that she repeats words previously heard. When she’s chasing you, she’s speaking, saying that things like “Get back in your cage, bird!” and other things. In terms of Salem tho, I have a few doubts about them being the main antagonist. Considering Salem is also likely a mascot due to them having their own spot in the railroad ride, they probably are being messed with like with Molly and Lloyd, Molly we see of which is fully biological with even actual blood. Something/someone else might be the cause for the mascots essentially being/acting like actual living wild animals now, and Salem might be affected too.

  • Another thing to note about the lore behind the park’s closure is the newspaper headline that we see; it says the park was subject to a sudden evacuation, so it seems unlikely that a staff walkout was the cause. No reports of any deaths in the closure, so it’s also unlikely that the mascots went on a rampage, but perhaps they broke out of control and the park was evacuated (and then abandoned) before things went really bad.

  • Really feel like we need less chases and more “do something while something is in the room with you.” Alot of People aren’t really scared of chases anymore cause it’s at the end of the day trial and error. But actual objectives means people don’t have this feeling that eventually they’ll just get through it. They gotta work for that safety and actively face the scary thing. Chases are good when mixed in with stuff like this.

  • I personally love the attention to detail in this game, the little bits of lore, the subtle creepy moments (like the statue’s head following you (something i was a little annoyed you didn’t mention)), Molly occasionally repeating sentences as is a not over or under used part of her character. Also the voice acting and art and everything is just great. You can clearly tell alot of love went into this rather than just being a shameless cash grab like so many others. The best games are often if not always passion projects and this perfectly reflects that. Also i absolutely love the music. They all incorporate thus one theme yet manage to be completely different even though you can hear the aforementioned theme in each and they’re all so good and stick in my head so well. The comedic moments are definitely not unappreciated either.

  • First of all, Rambley is the best thing I’ve ever seen! I really hope he’s a good guy. Second, of all things, I was NOT expecting a Dayshift at Freddy’s reference! XD Third, I’m pretty sure you don’t find it scary because you’re probably desensitized thx to the countless horror games you’ve played before.

  • For the Lloyd scare with the box, I think the better way to go about it would be to have the player character be scared, trip, fall on their ass, and then try to scramble back to their feet, pausing when the box falls on him and he drags himself out from underneath it. In a general sense, though, I have to so that I love Rambley as a character, and I love the idea of an AI that has limited at best control over the park and power in general trying to get you through it. The fact that Rambley really tries to be the ideal park greeter, is passionate about the promise of what the park could be, and is horrified by some of the worse things and actively worried about the player is something that’s fresh, that I haven’t seen done before.

  • I think this is the first mascot horror in a while that genuinely made me smile from ear to ear in a while, almost even tearing up at some points because of how charming and endearing it is! I really appreciate the work that indigo parks team is doing right now and I’m excited for what will happen next in the project☺

  • My favorite thing about this (outside of devs outstanding passion), is that it is believable. Mascots look like actual mascots, and not some demented creatures. The park (at this point in narrative) looks like perfectly normal, reasonable in scale and totally not suspicious place. You aren’t just shown some dull entrance area, only to then discover The Hollow Earth behind random ‘Staff Only’ doors.

  • The first time Rambley popped up, I was so instantly endeared to his design and mannerisms that my brain had to ask: “He’s suspiciously friendly. What if he’s secretly the bad guy?”. The sudden juxtaposition of an incredibly friendly character in a spooky place was executed perfectly- It’s the exact amount of narm that would be expected from a corporate mascot, so you suspect him to be hiding something, but then the reveal later on that what he was hiding wasn’t the standard trope of “friendly tutorial character wants to eat your brains” subverts it in a way that feels fresh.

  • 22:50 honestly that could be like, a very interesting “fight or flight or freeze” sort of mechanic/concept. I dunno how far into the gameplay this scare with the lion mascot is, but if it’s not too far in and there are more scares like it along the way, maybe there could be another with Molly stalking the player, it could, in theory work interestingly

  • I love the bits of humor in the game, it reminds me a little of old disney website jokes but not to the point of being annoying, and it makes sense because Rambley is a mascot. I genuinely laughed really hard at “wait this room is staff only!” Notices giant bird chasing me “Come in new staff!” Like the guy just hired me on the spot

  • Everything you have explained, the pros and cons you made are truly relatable to almost all players who tried Indigo park like horror, jumpscare, details, ect. But that kinda makes my brain move to the other way around, what if indigo park that Uniquegeese made wasn’t intent to be horror, but reversing it to Wholesome. Just my thoughts, i can’t wait for chapter 1 after a huge loads of money in kickstartee

  • I do want to say that difficulty doesn’t necessarily make for good horror so much as the tension and dread of risk-reward. Desperately making calculated decisions about when and where to use scarce ammo, or how to ration the little remaining power to shut the right door at the right time are some ways that works well in traditional horror games. But I also want to point to Disco Elysium, where while it is quite simple to get to an ending of the game, almost every decision has a possible failure state, and those failure states are typically not game overs. Instead, they heavily change the state of the game or the story for the remainder of the play through, and other characters will react or judge based on that. It has a constant tension and fear of “If this succeeds this will be great, but if I fail I might piss off everyone in this room permanently…’ or “If I get this right, we’ll proceed, but if the dice roll fails I might be losing my partner permanently” or the simple “Oh man I want to see the cool bonus content, but I think I’ll die if I this somehow doesn’t work??” I dunno. I just think with this kind of game where part of the horror seems to be rooted in the tragic nature of the mascots and the park itself, one of the best ways to put pressure on the stakes for that is to have lasting consequences for the player’s action, intentional or otherwise, more than just a death/game-over which will just reset a few minutes of effort.

  • Hell yeah, great article! I love the Mascot Horror Renaissance that’s been slowly emerging post-BanBan, and Indigo Park is, I feel, an amazing example of this resurgence in action. Yes, it is flawed, but like the genre is starting to see in general, there’s so much passion and creativity in it that you love it regardless. (And Rambley being so fantastic and adorable helps a lot, lol.) I for one am thrilled to see where Indigo Park—and mascot horror as a whole—take us next.

  • As another guy who grew up next to disney world I also LOVE Indigo Park. Its the first mascot horror to hit the nostalgic part of me enough to immediantly fall for the game. Its also the first horror game to make me consider playing it myself. I dont even have the equipment for gaming (my laptop is waterlogged with college documents and homework) but i’d clean out my laptop for this game. I think the devs are definitely going to take your critique on the horror into consideration, especially with their goal to make the game longer. Also your criticisms are valid, and im glad you didnt repeat the ones already said by hundreds. This game is special, and im really happy to see it get so popular!

  • I honestly don’t mind the little crumbs of lore that this first chapter has given us. It gets me more invested if I don’t have a lot to go off of and makes me feel like playing more to get an understanding of what are these mascots, why did everyone stop showing up, why is Salem’s section in ruins, etc. TLDR; the less shown and told the more excited and invested I am,

  • I’ve only known Rambley for less than a week, but I’ve already preordered his official plushie and very much desire hugs with this little goober. He’s such an adorable little buddy that very much carries what would’ve otherwise been a somewhat decent demo. I’m not ashamed to admit he’s become one of my key comfort characters, just from how adorable, goofy, and somewhat sassy he is.

  • 13:44 It’s almost certainly because it’s on the same wall as the entrance, so as you’re turning to look, your eyes will naturally lock onto the puzzlebox and the entrance, missing the clue entirely. This could easily be fixed by moving the hint so it’s between the playground entrance and the puzzlebox. Luckily, the creator is actively taking feedback, so this could potentially come in an update. 14:48 I believe that the creator has said he wants this section to have Rambley guide you with his voice, while Mollie tries to mislead you by mimicking him, but something caused it to not yet come to fruition. 18:51 Yes. Yes it was.

  • I’m excited to see what they do with rambley in this game. Will he be a physical mascot that shows up in the last chapter? Will he remain simply a face on the screen? If he is a physical mascot, will he be good, have been evil the whole time, or get corrupted by Salem somewhere along the line? Lotta potential

  • Something you skipped over is that Molly actively chooses not to go on the offensive immediately upon encountering the protagonist. Nobody notices it but if you look behind you in the scene with Lloyd on the train ride, Molly is literally within arms reach of you staring straight at you… But she chooses not to kill you right there, meaning something made her choose to wait – this could either be curiosity or some sort of old instruction in her brain telling her to not harm park guests, even if that wears off after a while.

  • an interesting detail I haven’t seen anyone point out is how Lloyd’s entry on the kiosk points out how it always seemed like that he was used more often than rambley himself. that actually pretty neatly explains why rambley hates Lloyd so much (just so you know I haven’t watched the entire article yet.)

  • Hey, can you review the FNAF Fangame, “Playtime With Percy”? It’s a really good game, and… IT’S ALL HAND DRAWN! Expect for the last part… It’s a really good game, and I don’t understand why not a lot of people are reviewing it. Because, it was announced the best FNAF Fangame of 2023! So, I think you should review it. Also, a collectible in Indigo Park is actually a reference to the game!

  • My personal theory on what happened at the park is that the employees were not happy when the new mascots came in, as they threatened the employee’s jobs, leading the employees to abusing the mascots. As Mollie’s death screen says, she repeats things she has heard, and during the chase sequence, she says numerous lines, a more notable one being “get back in your cage, stupid bird.” The mascots were also possibly abused by guests, another Mollie line being “Don’t look at that thing, son.” followed by “But I wanna play with the birdie!” along with “the customer is always right” I think that one day, the mascots simply snapped, with the exception of Rambley. I think Rambley didn’t snap as at the time, he probably was less sentient than he is at the time the game takes place and therefore stuck with his script rather than rebel. For 8 years though in solitude, Rambley was contained to the only part of the park that still had power, the front gate, where he slowly began to become more sentient, as there was nobody around anymore to tell him what to do, no script to follow anymore, which leads to how his animation becomes more fluid, and his voice less robotic whenever he expresses any form of emotion that isn’t clearly scripted.

  • Little thing I noticed, I think the railroad ride could be yet another reference to disney! There’s a ride at disney called “mickey and minnie’s runaway railway” where the train cart that you’d sit in are very similar to that of rambley’s railway! Right down to the player seeing rambley at the front of the train because in the disney ride, it’s goofy instead! The connections are super cool imo, great article btw! ♡

  • The idea is nothing too crazy for this game and I think it really shines with its 2D animations and Rambley himself. As for the game itself, honestly it’s kinda ehh?? I know it’s not a huge dev team but there’s quite a bit of QoL stuff presented and missing. For me I don’t care why the player is there or their goals, I care more about Rambley and the mascots themselves! If the game was just a article, I’d feel that’s better for this story honestly (even though some of it is already on rails).

  • My only dislike is with mollys death or well.. beheading. I feel a cutscene would be more appropriate instead of her running in a straight line it would be nice for cutscene to show her running on all fours or at least her gaining speed and leaping straight at the character like a predator instead of just looking like she tripped on a banana peel but other than that I love the game and I am quite interested in investing in a plush 😅

  • I have 3 theories i have about the mascots living. 1: Something similar to “the man in the suit” creepypasta happened, where the employees melded to the suits. 2: The owner of indigo park just mutated/fuses some animals 3: These are real, living animals that weren’t artificially created, and were actually found in the wild

  • I wholeheartedly agree with the sentiment of this article title. I’ve never been into a mascot horror game as much as I have Indigo Park. Bendy being my second favorite, but it’s nowhere near a close second. My biggest praise about this game is how the characters are handled. Very few mascot horrors have in-depth characters. They may have good character design, but they’re basically skin and bone. Not much to grab onto, which isn’t good for a genre entirely based on its characters. This game, however, has so much to latch onto. Fans are practically begging for the merch that other devs would have already been pumping out at this point.

  • Such a charming game and a very promising start to the story they want to tell. If anything, they seem to have characters nailed, Rambly is a wonderful character who you immediately trust with his optimism and comedic timing, I hope we do get to interact with some other mascots, at least for a conversation or two. Here’s hoping even if Finley is hostile, he might taunt or talk as he hunts you, I get the vibe that he’d play with us a bit.

  • My take on the exposition at the end is that to let player in as a only escape route he had to redefine the player as staff. So now, as a junior member of the staff there is no need to talk around the problems the park has. Also he is very much aware of what is lying there on the floor, I get the feeling of him intentionally looking at or away from the head as the monologue continues.

  • also, with the mollie animatronic if you listen carefully you can hear her say “he hurts lloyd”, a small detail I picked up while playing myself and I questioned “who has hurt lloyd” and if you see closely lloyd has scars makes it to believe that the mascots (except rambley) have been abused and mistreated.

  • 22:58 I recently played through Crysis 2 Remastered and they did a thing where when something was going on, a button prompt would show up on screen (Press (key) to look). Upon pressing that button, your view would snap to the whatever was going on, yet you could still move and look away whenever you wanted without being rendered defenseless. It didn’t take away your autonomy, but it certainly gave you a chance to look at something that was happening, which could be easily missed, such as a bunch of buildings crashing down in the distance, for an actual example. I think that may work the best for what you’re describing, as it allows the players to keep their autonomy, yet the game would still have an opportunity to make the players look at whatever it wanted them to see so they don’t miss anything.

  • I never thought a horror game would have such genuinely cute characters without any fandom members altering their designs. This might be interesting. … Now that I’m in the middle of the article I’m starting to feel bad for Rambley. He’s trying his best to make the park look but the place practically being in ruins and the animatronics going wild doesn’t exactly help. The spark in his eyes when the chance to fix everthing presents itself actually made me all warm inside.

  • I don’t remember exactly his reasoning for it off the top of my head, but I definitely remember UniqueGeese (the creator) saying that that spot was the pipe was indeed the first place they wanted the player to die. I would hop on his streams or his twitter again just to confirm but I definitely remember him saying that.

  • My friends and I have had an idea for a while (that i have been carrying and trying to bring to life) of a mascot horror animated show. I want the characters to break the fourth wall, but I’m not sure where or how the story would progress based on that. It only really brings you to the climax of the show. How should the characters resolve their issue? Should it even be resolved? Can it be resolved without being cringeworthy? I’m honestly worried about this show being a hodge podge of popular kids shows and other mascot horror media. I want it to be original, and I want people to love it as dearly as I do.

  • On the topic of the Mollie chase sequence issue, it seems that going into one pipe causes Mollie to spawn out of the other, meaning that since you briefly entered the first pipe then turned around and went into the second, you were guaranteed to run into her. It does sound like an unintentional quirk of the sequence, as at that point you’re basically just running backwards directly into the monster.

  • I almost liked that there were things to miss, like how I can see in your footage the clawed hand of the lion retreating and things being just out of sight makes things more creepy and uncertain. I was in the theater looking down each row of seats for maybe a collectible when I heard the commotion at the stage. By the time I looked the lion was already gone, like completely, so that I didn’t know how it had left in such a short time I had looked away. I almost thought that the game had WAITED for me to look away before making the sound and just making the lion disappear to really sell the unease of “where did it go?” Oh, and there was one nice detail I liked that may not have been intentional; there is a Mollie cutout just outside the room with the arcade machine, and it is innocent enough, but when you finish the game and turn around, you only see half of the cutout from around the corner not too dissimilar from what you see when you find the mascot peering at you, not to mention there is no reason to think the back of the cutout is not just blank before you see it with the full Mollie artwork just like the front. I do think the first intersection in the chase scene was more just “you need to listen for which one Mollie is coming from” and then go down the path she isn’t. But also the game over screen says that she can mimic sounds she’s heard and to not be fooled. It would have been a cooler introduction to the chase, I think, if you heard “Rambly” say “Hey, come over here” just like he did when leading you to the first information kiosk, and repeat it occasionally in the exact same manner until you got close enough to the door for her to reveal herself, say the line one more time to sell it was her, and then roar to show aggression and begin the sequence.

  • For what it is, the resources they had and the effort they put in, I think this first chapter is phenomenal and gives way for a whole lot of potential in the future. The only complaint I have is that Rambley completely ignores Mollie’s death and the literal actual corpse of one of his supposed friends sitting inches away from you while he talks to you about the future of the park. Whether it was an oversight or intentional, it kind of shook me out of the experience, especially after what I’d just seen. He knows what happened – he saw it all, and yet all he gives us is a vague “you seem upset”. I personally think it WAS intentional, but the way they went about it does bug me quite a bit, as evidenced by the length of this post, lol.

  • something you might have missed on your initial playthrough, not only does mollie stalk you during Her intro, but also during Lloyd’s! if you look behind you during his speech, she’s peering through a curtain not even 3 ft behind you. An idea about Llyod’s scare could be that a box also falls behind you to keep you from turning tail and running. however that would necessitate an alternate route to go on the return trip.

  • the racoon’s mask dialogue is a reference to DSaF (Day Shift at Freddy’s) because, PG (Purple guy) says old sport to you the player many times, also the AI voice is exactly the same, kinda, the Los Vagas part is apart of two endings of the DSaF series, # 2 and 3, the one in 2 is where you team up with PG and basically destroy the compony and/or shutting it down, then go to Vagas to see the striper foxys there, and gamble, and the one in 3 is where you kill 5 kids (I think) with the reincarnated PG, and he tricks you to put on a rigged springlock suit (Knowing that you will come back) and go to Vagas, and let YOUR place to rot, looking at the rest that you’ve givin’ us, the lore of both this game and DSaF could mean after who the hell you play as in the first game gets fired in the first game, he must have gone to work at this place for a little bit with PG, but with the news, the F**king went to Vagas… if they had the money…

  • Agree with all the gameplay critiques. me and my friends all has the same issues with missing triggered events and with not understanding the cube puzzle very well at first. I like the spotlight suggestion. much simpler than my idea of having rambley somehow still be in that specific room and giving some guidance. would feel less hand holdy too.

  • Something I wonder is if Salem is supposed to be representative of AI Poisoning, mostly because Rambley himself is a sentient AI and the whole arcade scene setting up some heavy foreshadowing. If I’m right, it’d be very interesting to see that dichotomy play out, especially considering the current stance on AI nowadays.

  • for the puzzle where you turn the cubes, I just happened to have turned the purple cube to open the tunnel, went through for a bit, fell to death because I thought the ballpit below would make it safe, later on noticed the red star (as well as the green and blue ones), and just brute forced the last two (or rather one since I already set purple to the right thing)

  • To be honest I like the fact that the suspension gets so high you think a chase will start and then it gets stopped in its tracks. However, maybe it would be better, like I think a different commenter said, to basically make it so somehow you kinda get locked in place by a box falling behind you so you really think you’re trapped or need to find a quick way over, only to watch as the other boxes fall on him and force him back. I would normally agree with locking the camera, but it would mean you’d have to do it every time a chase starts so that the player doesn’t associate cut scene = safety/false chase. Which is fine and they could totally do that, I just like the ability to move and try to preemptively run away only for it to actually be a false chase so much better than just sitting there perusal it. Idk why, it’s just my preference. It’s probably cause locked cutscenes happen so often at the start of planned chases and the entire time I’m just sitting there like “Please let me move” in a frustrated way instead of a scared way. Some cutscenes are better than others but more often than not I’d rather just have agency. Makes the moment feel more fluid/”real” than forced.

  • I remember seeing a article from the creator awhile back where they (he? I don’t remember) explained that the game was going to be released in chapters because 1) to gauge interest and 2) development and size of crew. Hopefully from how well the games done they’ll release either bigger chapters or all together just release the rest of the game as one game

  • I really look forward to seeing this game more! I don’t tend to play horror games myself unless their multiplayer ones like Lethal Company or Phasmophobia, but I really enjoy consuming content from other creators about these games. I’m already in love with the characterization of these characters, and I cannot wait to see more.

  • There are a few things I want to mention about the Mollie’s Landing Pad section. I also had trouble figuring out the puzzle, not because I didn’t notice the hints, but because it took me a while to connect them with the colors. I figured it was just about the order they’re in. Also, during the chase sequence, that feeling of having gone the wrong way was definitely a thing for me. I was genuinely worried every time I picked a direction because I thought it would screw me over. (Also I’m so glad I wasn’t going crazy thinking the game was Disney-inspired.)

  • One of my biggest issues is the 3d modeling. The 2d sections (cutouts, rambly) look amazing, which makes it even worse when you see the 3d models. I know molly was an opela bird rip off at first but the team needs to expand on that and make it more. Many people have been taken out of the game to laugh at Molly’s walk even as they’re chased, and the critter watch vs lloyd part looks ridiculous. They need to rethink how these big ticket characters look and what they’re doing. Like how the first turn of the molly chase cuts off momentum with the easy death, and how if they’d given a shaky bridge for lloyd to chase you over and then fall down on (hes heavy and if it shakes when you walk on it itll give that hint of ‘oh i can use this’ for the chase) or something, it would make that very short chase give you a scare instead of just being a skippable cutscene..

  • The strongest aspect of this game is that Rambley is actually like…not evil, he’s just a goofy AI mascot. A nice break from the usual friendly character that then betrays and wants you dead for no reason. I also LOVE Rambley’s design, he’s cute, has a nice palette and the voice actor did a great job.

  • I’m under the belief is that Salem is the one behind all of this. Like…she’s a virus that one of the disgruntled employees left in the server out of spite before they quit. And she infected the others, turning them feral and antagonistic. Since Rambley is an AI (or VI), he would be directly opposed to her. So he’s either going to fight her using your help…or Salem will corrupt him and turn him against you, if that’s the case.

  • The way I see it, a giant coloured symbol in a brightly-lit area is likely the most blatant piece of direction imaginable for the player besides literally forcing the player to look at something. A better solution to the issue of accidentally opening the door would be put three different purple symbols and tiles to match them to in the room instead of just one. This way you can’t accidentally open the door. The player’s intelligence isn’t insulted further this way by having an even-brighter spotlight shining on the symbol they need to see like the article maker suggested.

  • The graphics are only a step-up from banban, with wonky animations and awkward models. The gameplay follows the poppy blueprint, but the puzzle difficulty seemed to decrease from preschooler level to literal toddler tier “matching shapes and colors together”. What saves it? The character designs. Story might become interesting too. But is it enough to become “the next big thing”? Knowing the state of mascot horror genre: yes. absolutely.

  • i was suprised when i saw how many people were missing the hints for the symbols tbh. to me it just clicked almost instantly. I listen to rambley review a bit too much but i dont care lol i love it. little lore thing: when you get of the ride as it brakes down the Mollie animatronic actualy says some interesting stuf ” don’t trust Rambly he’s not friendly he hurts Loyd, he hurts Loyd! he hurts Loyd!” just thought id throw that in

  • When MatPat played, he missed a lot of key points as well because he was looking for collectibles and clues, as have others I’ve seen playing the games as well. I look forward to seeing what critiques were taken and what’s improved on in Chapter 2 because I really do enjoy Rambley and think it has a lot of potential to be a great story.

  • indigo park could really benefit from making the entire map of the park and turn it into a open world RPG esque game, adding new chapters could add the new tier of the critter cuff to open the chapter’s area and other secret areas around the map, if geese wants to gain money from the game they could make the new tiers DLC, it could be argued that making DLC’s instead of new games could make people feel like he’s paywalling updates that should be free, but hey, it worked for both destiny 1 and 2 so i don’t really see a problem there (especially since he isn’t a multi million dollar studio)

  • I would like to say: forced camera angles during first person horror games almost never work, it’s significantly better for a person to have a chance at missing a scare than for the camera to snap into place and take away your freedom and potentially ruin it entirely. There was an old shitty Wii game I played as a little kid, i think it was about the Kuon films, but I don’t fully remember, I’d played scary games before, and I was a total wimp, I couldn’t beat the village section in RE4 because I’d cover my face whenever I saw Dr. Salvadore, but this other game never scared me once, because every time, without fail, you’d be walking around, and the camera would awkwardly turn to some random object, and then a spooky would happen. For example, you just got through a dark hospital and are walking out of a bathroom, but you get forcefully stopped before you reach the door, and the camera slowly looks at a mirror, and a long haired ghost girl does a scripted cutscene scare. It’s not a very fun way of presenting things, I’d argue it’s okay for third person games, seeing as the camera and player are independent of one another, but for first person this should be avoided. Look at RE7, that game is so damn effective, when the molded first shows up and attacks you? You’re just right there, the game is creative enough to make sure you don’t miss it, without forcing your hand and ruining the fun factor. But you are fully right about the puzzle stuff, Valve pioneered a lot of important 1st person puzzle tricks in the Portal games with spotlighting and clever level design, and the rules they set should always be readily followed so the player isn’t confused.

  • This game could use a lot in the horror aspect but one way that I think is cool is to have Rambly be like a Dark Souls bonfire. He represents when you are safe and when you can relax. Then have that ripped away from you like how in some games I believe Silent Hill being one of them, your “safe room” becomes dangerous. Scares get me most when my guard is down. Too much of it is annoying but when used right it’s amazing.

  • I think the biggest problems with jumpscares in this game is that your character dosent react to them which not only makes im expressionless even though its stupid for human not to get scared in place were he ended up but the fact that the game dosent try to make you feel like youre a character in a game which you play beacuse lets be honest, what will be more scary then being in a situation which character we play as is? Second thing is a models of characters. I dont say they are the worst or something and after all its a first game of this team and its for free but they could be a bit more improved too, but tbh after all this game is great and i hope chapter 2 would fix everything that chapter 1 got wrong ♥️

  • I feel like Indigo Park is a great step in the right direction of what mascot horror should be like. However, as a fan of horror games, I feel like the game has been pretty safe with its scares and horror, not taking a lot of creative risks and generally not that good at keeping tension. It feels like after the train breaking and the encounters with the animatronics the game goes “well that’s over. Back to the cute racoon” which the game can definitely have, but you gotta make things feel unsafe without the obvious monster that is chasing you

  • when the lion mascot jumpscare you at 23:05 i think making the player suddenly triped or fall because of the sudden rush like in horor movie or games idk how to explain it maybe gonna make the player have more expresion like some voice line example like just gasping and say what was that or lsomething idk it just my opinion because i seen couple time before and it bit nice

  • I think my main issue w indigo park is similar to fnaf security breach – it feels too open with no rewards for exploration A lot of the areas feel completely void outside of pretty environment design. If youre lucky maybe there’s a collectible. As an example – the food hall inside molly’s landing pad had literally nothing there for the player to do except walk in, go in a circle, then leave. I think there needs to be more to justify and incentivise the players for exploring these side areas, or take the approach of fnaf ruin and make it a completely linear experience at the cost of making the overall setting feel a bit smaller.

  • The only two critiques I really have are the huge amounts of fading to black, and I feel that Mollie was killed off before we got to see much of her. Even then the former isn’t much of a big deal, it just became a running joke between me and a friend when I was doing a blind playthrough, and with the lighting engine adjusting exposure as you go between inside and outside it sometimes felt like the game was fading to black when it wasn’t. Love the game though, the vibes are fantastic and there’s clearly a huge amount of passion put into it. I do kinda like how there isn’t too much typical horror in it because I’m not great with horror games and it does make it easier to pick up and get into. Though there were a few parts where I was laughing when I think the intention was to scare me.

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