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Faceless Face Off's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #160 | 2.778 | 2.778 |
Aesthetics | #222 | 3.167 | 3.167 |
Sound Design | #269 | 2.500 | 2.500 |
Enjoyment (Best Game) | #289 | 2.389 | 2.389 |
Story | #369 | 1.556 | 1.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you allow SCREAM ZONE to promote your game via social media?
Yes
Which engine did you use to create this game?
Godot 4.3
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Comments
Nice approach! Like the FNAF design model, you really have a good gameplay loop of setting different routines and behaviours for the different masks. Seeing them peek out of the corner of the crank menu is good design. The cues make sense, but the responses take a little figuring out. I think there's a bunch you can do with this idea.
Thanks for submitting Faceless Face Off to the jam!
Um. This response sound kinda AI generated. I mean "Seeing them peek out of the corner of the crank menu is good design", like WTH idoes that even mean XD. Anyway, have a nice day!
You can see the masks peek out from behind the menu you're using when winding the crank, which is where the awkward term "crank menu" comes from. I found that cool. On AI, writing a hundred of these comments, you're bound to get a little generic in tone eventually.
Makes sense. Sorry for the AI accusations, but I found the response sounding quite silly. Thank you for checking out my game.
No problem at all! For the sentence 'The cues make sense...', I understand that was not explained very well - it means the game page made it very clear that each mask had cues or prompts for players to do something, but took a moment to figure out how exactly to respond. This genre of game is always a pleasure. Anytime and hope you enjoyed making a game for the jam :)
Are there freudian implications in this game?
It's open to interpretation. I’d love to see what people can figure out about the story from the small amount of hints in the current version of the game. Feel free to share any ideas or thoughts if you have any!
Nice game. Really creepy. Getting out of the crank was a bit hard, but other than that, if you develop it further this can become a great game where i also think you could charge a little bit
Thank you so much! I do plan to continue working on this game, though I’ll be changing the crank mechanic. It was one of the last things I added, and I’m not very proud of how it turned out. Originally, it wasn’t even supposed to be in the game—I had an idea for a rhythm-based generator mechanic where you’d wait for a line to reach an area and hit it at the right time (basically like the DbD generator mechanic with some visual differences). However, due to time constraints and my limited knowledge of how to implement it, I had to cut it. I want to add more.
I have big plans for the future. I want to do some awesome things and make something really good that people will remember for days. But for now, I’ll focus on learning and improving my skills as a game designer and programmer, and maybe one day, my dream will come true.
Interesting game, at first I didn't get what to do a visual tutorial would been nicer than a how to play.
I liked the art and mechanic (tho I don't know how the mechanics work against the mask cause my flaslight seemed to defend me all the time against each of them?)
It's a unique idea that with a lot of polish can be a nice small game to play.
Thank you for checking out my game! I completely agree. I could've focused more on adding visual and audio feedback since I know how crucial it is for players to feel comfortable with the mechanics before challenging their skills. I'll keep improving my skills and I plan to rework the game, and I'll especially focus on the player feedback. Working on the "How to Play" menu on the last day of the jam was a big mistake. I know there’s a lot of room for improvement and feedback like yours is incredibly helpful! Also I have some ideas for improving the game:
1. Introducing items gradually throughout the night, one by one. Each item could prompt a scripted encounter, guiding the player to use that specific item on the corresponding masks.
2. Reworking the main way of progressing: I’m not very happy with how it turned out. It was developed in the last two days, and I originally wanted a way for the player to progress other than just surviving until a timer hit zero. But in the end, the crank was the simplest option that I could implement, and I’m aware it’s not ideal.
3. Adding multiple masks categorized into themes like happiness, sadness, anger, weird, and maybe some others to add more variety and challenge. Each category of masks could indicate a unique countering method—for example, the happy mask could be countered similarly to how Monster Rat is countered in FNAC 3. The sad mask could force you to play a quick minigame, while the neutral mask could force you to close your eyes. Additionally, different variants within the same category of masks could each require a slightly altered countering method based on the established approach.
These are just ideas, and I’d love to improve and adjust them over time. I’m very grateful for all the comments, it really means a lot to me. Thank you, and stay safe!
This is a really cool game! I love the use of theatrical masks, and the atmosphere is really creepy😁
Thank you so much! In the future I want to add more masks. Do you have any suggestions for different masks?
I would love to see a mask similar to the Tragedians in Pathologic😁
I feel like their creepy hollow stare would fit nicely😎
Oooooo. I like this one. Great suggestion!
Really like the ideas used. Made it past 400 but nothing happened. Hope this gets developed further after the jam! A lot of potential for sure.
Thank you, Redcakes! You got pretty far, considering the enemy AI is broken in the current release. The game will continue to be developed with more stages, new masks, and a revamped main mechanic. The crank rotation mechanic wasn't originally planned, but it ended up in the game anyway because I couldn't get my original idea working properly. This is my second "completed" game, and I learned a lot throughout the process. Be sure to follow me so you’ll be notified when the next release is out!
Great foundation, I can see what you were going for!
I liked the concept of having tools to ward off the mask, and occasionally getting peeped on. Mechanically it plays well! No performance issues. I felt like I could disregard the mask after a point, though and the cranking felt a little monotonous after the first goal was achieved.
Thank you for playing the game! I originally wanted a the player to have a different way of progressing, but I couldn't get it working the way I wanted so I ended up implementing a half baked solution. When the time comes I'll do a complete overhaul of the game and do what I had originally planned. Have a nice day and thank you so much for leaving this comment.
this was alright! the feedback on scaring away a mask wasn't really enough to convey that you were effecting it so it was difficult to figure out which thing worked on which at first even after reading the tutorial, but i do like the idea of having to fiddle with something while keeping an eye on the monster, cool idea
Thank you for playing my game. It means a lot. I know how important player feedback is and I absolutely should've focused more on that aspect of the game. during the jam. The How To Play menu was made in a few hours on the last day, so that was also something that was lacking polish. If I could go back to the beginning of the jam with the knowledge that I have now, I would advice myself to have a smaller scope. Less masks, less items, less enemy phases and more focus on the feel of the game. Thank you for the feedback.
Nice concept !
I find the rotating mechanic kind of hard to do after a while, but i liked the idea !
We did a similar kind of games ! Try it and tell me what you think :)
Thank you for the feedback! I'm glad that you liked concept, although it is no very original, It was something I wanted to do for a really long time. The rotating mechanic is dull and repetitive and I defensively messed up there. Originally I wanted to make something similar to the generators from DbD but I could get it working right so scrapped it. I will defensively revisit this idea in future and hopefully I can get it working well. I'll make sure check out your game. Thanks a lot for the comment and I hope you have a nice week!
Yeah i think that you may benefit from changing the rotating mechanic a bit, because for the rest you have an interesting base ! Totally could try to build on top of that to make something really cool and fun !
Have a nice week too 🔥