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I’ve gotta admit, this took me an unreasonable amount of time to figure out - I played it like three times over the course of a couple of days until it finally clicked.

I think the mechanics were so hard to understand partially because the animations whizzed past so quickly - the fears played by the ghosts are probably the most important piece of information communicated by the game, but they disappear so fast that my brain didn’t even register that they were trying to communicate something the first few times I played. When I figured out that some of them are discarded and some stay for the next round, that’s when it finally clicked with me. If I were you I’d definitely make the feedback animations play out a lot slower, so the player has the time to take a look at the result of a given round and check whether they hit any weakpoints.

It also didn’t occur to me for a long time that you could stack the jokes you play. I don’t think this was explained in the itch page at all, and ends up being really powerful if you know what you’re doing.

Overall, I think rules-heavy games don’t fare well on game jams because most people just aren’t going to want to give jam games too much time before they switch to something else. I think tutorializing the mechanics in-game would have made a big difference as well - for example introducing them slowly, maybe pointing out what to look for. I guess that’s more of a deadline issue though.

Thank you so much for playing my game! I'm truly grateful for your time and dedication to playing this far-from-perfect product.

The issue with less intuitive animations only became apparent to me after playing the day after the jam. Animations and tutorials are definitely areas I'll improve when I have the time to revisit this title.

As for stacking, during the creation phase, that mechanic seemed so obvious to me that I completely forgot to include any mention of it, even on the website. A tutorial would have certainly helped if only I planned my time better.

Thanks again for your feedback and for playing! Lesson learned: when developing rules-heavy games, it's crucial to include a tutorial!