Makes sense. Sorry for the AI accusations, but I found the response sounding quite silly. Thank you for checking out my game.
Astonisher
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Ok, I managed to play it, but the gameplay felt quite janky .The game ran very slowly and I'm not sure if that was due to my computer or something else—but I didn’t get very far. The cameras took forever to open, nothing felt responsive, and I couldn’t quite understand what to do or what was happening. Still, I can see the vision, and I doubt that I could recreate this much of a FNAF-style game in just seven days alone, so congrats! There’s a lot to improve, but the game has a certain charm.
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!
I spent a lot of time on this game, trying to make it through all four days. It was tough, but I managed to get through. A few times, though, I noticed anomalies that didn’t seem to register as detected. Also, it was frustrating when the policeman was on the far side of the room, then a detected sound would play, and he’d teleport right on top of me, which then would kill me. Despite these annoyances, the game is very solid, and I’ve played it more than any other entry so far. A few deaths felt unfair, but overall, this is a great game, and I’d even say it could be the winner of the game jam.
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.
Ooh, I see. The protagonist has to face his phobias for some reason—maybe we’re in a dream of some sort. I really like this idea, and I think it has a lot of gameplay potential since there are so many real-life phobias that could make for some great levels. I made it through all the stages, but I didn’t find them particularly interesting. Not that I didn’t enjoy them, but I think they could use another mechanic so that the player has to juggle multiple tings at one. That IMO would be more challenging and less repetitive.
In the last stage, I actually started to panic a bit as the laugh meter wasn’t filling up as much, and the protagonist was starting to lose more of his breath. The second stage was challenging at first, and I died a few times on it, but once I realized there were only three spiders, I simply looked at each one until it returned to the shadows and repeated this until I won.
Although the visuals were a bit bland, they conveyed what was happening very clearly, and I didn’t encounter any game-breaking bugs. The only issue I ran into was that I couldn’t restart, return to the main menu, or quit after dying.
Overall, I think this is a good game with a mysterious story and a lot of potential. nice.
Very well done! I’ve played this game longer than any of the other entries, and I’d say this is the one I enjoyed the most. I was a bit intimidated at first because at first I thought I had to remember what to use on each enemy before the night began 😅 but I soon realized that I could open the book whenever I want. I died right at the last stage with 9/10, which sucks, but honestly, everything felt so fluid and responsive that I can only blame myself for losing. It’s a solid game in all aspects.
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!
I'm a big fan of PvZ, so this was a pleasant surprise to play. The game's aesthetic is its strongest point—I love the art style, and it has a lot of charm. Unfortunately, the animations feel a bit off. Things don't seem aligned to the tiles, which made it confusing to figure out where I should place my defenses. I'm also not a fan of the candy collection system, as there's no way to obtain candy besides defeating the children. In PvZ, the sun occasionally falls from the sky, and I feel like the game could have benefited from a similar mechanic. That said, the game has a strong presentation, with good sound design and fun visuals.
I see what you were going for. At first, I wondered, 'Why can't I kill the donkeys?' but then I realized I could go to the world map, which clarified some things. The art style feels inconsistent—it could work if done with artistic intention, but here, the execution falls short. In my opinion, it's better to stick with either simple shapes and primitives or a cohesive style, rather than a mix of mismatched drawings. That said, the overall concept is intriguing. It definitely needed more time for polish, but that's to be expected with most game jam entries.
It took me a few tries, but I managed to reach 15. I didn't notice any bugs, and the gameplay felt responsive. I quickly noticed a pattern where, if I pressed 'Are you ___ from school?' and the answer was 'YEEA', they were definitely not an impostor. I wish the answers varied each time, requiring me to pick up on subtle details to uncover who the intruder was. There was a unsettling moment when an intruder was breathing on the speaker, which really caught me off guard. The variety of characters is admirable, though I’d prefer if the variety were in the dialogue rather than the characters looks, as their personalities feel somewhat copy-pasted even if they look different each time. Overall, I had fun, and that's what really matters.
Thank you so much! I'm glad you enjoyed it. I'll make sure to improve the game in the future with better mechanics, more variety, and an enhanced player feedback experience, while maintaining the same atmosphere. You got pretty far, especially considering the game jam version has a rather broken enemy AI, so congratulations! You deserve a star ⭐
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!
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.
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.
Damn, those were the longest 15 minutes of my life. The final boss needs some more work. It's just a regular enemy with bigger projectiles and there is no reward for beating it. Overall, I enjoyed it and can see the potential. I also like lasers, maybe in the future you could add a laser beam as a different projectile.