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Fun game! The candle system is a really interesting take on the "card battler" genre, and one I haven't seen before. Moves can be re-used a limited number of times before they rotate out, so you can plan your turns, and that adds a lot. I always felt really smart when I was able to perform multiple actions in the same turn.

The puzzles (like how the heck do I break a vase?) were interesting and the solutions made sense once I thought of them, so excellent job on these. I initially found it odd that the ghost can't pass through occupied spaces, but once I got a better feeling for the gameplay, it made perfect sense. Blocking spaces is sort of the point, after all! I did struggle with the interface a little, and it initially took me a few tries to "hit" the UI elements, but it was intuitive enough once I figured it out. An indicator of when the cursor is over something interactive would've helped me personally, I think.

Really fun art style too. Just the right combination of silly and lewd. The candles really made me grin once I saw what they were. And, well, why not put a butt on a snake?

Thanks for including a Linux build. 🐧 I ended up playing the hotfixed Windows version, because it was submitted really close to the deadline and the jam allows fixes for game-breaking bugs anyway. Sorry to hear about the tech issues, but I'm glad to see you were able to get the game published anyway, it's really neat.

I'm very happy to hear that the candle system is already doing a bit of what I wanted! I was afraid that with all of the late cuts I was making it would feel like a weird mechanic to have. I wanted to make the skills more customizable, so you're right in calling it a card battler, it's very much what I was aiming for. Highlighting interactive elements is a good idea, I think there are a lot of small quality of life changes I can include to make things feel a bit faster and intuitive, I was just way too behind on the essential additions this time to get a proper sense of how the game feels.