Ever wanted the power trip of being a nightclub bouncer without the actual danger? Club Guard throws you right into the chaos at the velvet rope. This is basically Papers, Please but at a club entrance—you're checking party-goers for weapons, alcohol, and weird contraband, deciding who gets in and who gets dropped through a literal trapdoor. It's a fast-paced decision game where you balance time management with tactical inspection skills, all wrapped in absurd humor.
The concept is dead simple, but the pressure builds fast once the line starts piling up.
You stand at the club entrance and guests approach one by one. Click on them to start checking. You'll search their pockets, scan them with a breathalyzer, and look for contraband like guns, knives, or unauthorized booze. The interface shows what's banned—memorize those icons fast because you won't have time to double-check when the queue gets long.
Once you've finished your inspection, hit the green checkmark to let them in or the red X to deny entry. If someone's carrying a weapon or they're too drunk, rejecting them triggers a trapdoor that drops them into a pit. It's ridiculous and satisfying. Mess up and let dangerous people in? The game tracks that, and you'll face consequences as things escalate.
As you progress, guests get sneakier. They hide items better, argue with you, or create distractions. You're racing against time while trying to maintain order. The game rewards you with gems for correct decisions, which you can use to unlock better tools or skip particularly annoying shifts. But honestly, the core loop stays the same—check, decide, repeat.
This is perfect for casual mobile gamers who want something they can pick up during a commute or lunch break. The sessions are short, maybe 2-3 minutes per shift, so it's great for quick bursts. Kids will probably love the silly trapdoor mechanic and cartoony violence. If you're looking for deep strategy or long-term progression, though, you'll get bored fast. It's hypercasual through and through.
The vibe is frantic but not stressful—more like controlled chaos. The graphics are basic: flat colors, simple character models that look like they came from a mobile asset pack. Everything's super saturated with neon club signs trying to grab your attention. There's barely any music beyond generic club beats looping in the background. The humor lands sometimes—guests say weird stuff or do absurd things—but after about 20 minutes, you've seen most of the jokes. It's designed for that scrolling-through-an-app-store energy, not deep immersion.
The game saves your progress automatically using browser cache, so you won't lose your gems or unlocks as long as you don't clear your browsing data. Performance-wise, this runs on anything. The graphics are so minimalist that even a potato phone will handle it fine. No lag, no crashes—just smooth, mindless bouncer action. The ad integration is aggressive, though. Expect "watch this ad for bonus gems" buttons everywhere.
It's a decent time-waster if you're into quick decision games with zero learning curve.
The controls are responsive enough for what the game demands—simple point-and-click actions.
Developed by MK-Play and released on November 12, 2025. It's clearly built for the mobile-first crowd looking for something to burn a few minutes on.