Shelf Life
A doodled arcade dodger set in a supermarket after closing time. You are one inch tall and the groceries have woken up: collect every item on your list, then run for the cart at the end of the aisle while feral oranges, hopping soup cans, lunging pickle jars, spinning baguettes, shaken soda and a melon that never stops following you try to flatten you. Three hearts an aisle, 50 aisles to the exit, progress saved as you clear them.
How to play
The store is closed, you are one inch tall, and the stock has woken up. Every aisle gives you a short shopping list: pick up each item lying on the floor, then run for the cart parked at the far right. You have three hearts. Every grocery that touches you takes one, and at zero you are CAUGHT!, with the choice to retry the aisle or go back to the picker.
Move with WASD or the arrow keys. With a finger or a mouse, press and hold anywhere and you walk toward the pointer, faster the further away it is. You can steer while you hold, so the fastest way through a crowd is usually a long, smooth arc rather than a series of jabs. On the menu and the end of aisle screens, Space or Enter does what the buttons do: open the store, retry, or move on.
Reading the HUD
The list runs along the top with a count per item type, struck through once that type is complete. Your remaining hearts sit top right, and the aisle you are in is named underneath. The small aisles button drops you back to the aisle picker at any time.
The list
Six groceries do the rounds, two per aisle, matched to the aisle theme. Each one sits inside a dashed ring: walk into the ring and it is yours.
What is hunting you
Six kinds of grocery, unlocked as the aisles go on. They each move in their own way, and the trick to a clean run is knowing which one you can walk past and which one you have to bait.
Aisles, hearts and progress
There are 50 aisles and ten themes that cycle through them, from PRODUCE and CANNED GOODS up to CHECKOUT, each with its own signature grocery and a one line warning as the aisle starts. Later aisles get longer lists (up to nine items), more shelves, more attackers and a steady speed creep, so aisle 50 runs about half again as fast as aisle 1.
A hit costs a heart, throws you clear of whatever hit you, and leaves you flashing and untouchable for a moment. Hearts refill at the start of every aisle, so there is nothing to save them for: spend one to get through a jam rather than losing the run to a corner. Cleared aisles are ticked green on the picker and saved in your browser, and you can jump into any of the 50 at any time.
Tips
- Grab the far items first. Finishing the list next to the cart beats a long, panicked walk back.
- Keep drifting. Standing still is what feeds the soup cans a clean shot at you.
- Let a lunging pickle jar commit, then walk through the space it left.
- Use your invincibility flash: take the hit and cross the crowd while it lasts, rather than getting cornered.
- The melon is a clock. If it is close, forget the tidy route and take the cart.
- On ice, steer against your slide before you turn, and give the shelves a wide berth.