Thank you!
byDan
Creator of
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The game is super charming and has some great music. Despite a few issues, it’s really good overall.
I love the idea of using the damage boost as a mechanic, but I feel like it could be explored a bit more. Right now, it’s mainly used for jumping super high, but it would be cool to see it applied in other ways, like clipping through fences or avoiding hazards like spikes.
One issue I encountered is how easy it is to get lost after dying. Since you collected the candy corn that shows the way there’s no clear path forward after dying, adding an arrow at each checkpoint could help guide players and avoid confusion.
Another issue is the plushies—it’s frustrating that you can’t retry to collect them, as the game seems to expect you to already know the stage layout.
Lastly, sometimes it’s hard to differentiate the floor texture, causing accidental falls into the water.
Despite these points, it’s a pretty good game overall. Congrats!”
It’s a well-made game, but it was a bit annoying having to jump every time I wanted to pick up a candy while being on flat ground. Also, the enemies took quite a few hits, which felt a little too much.
That said, the music for the game was really good
I tried to finish it, but the ‘Enter House’ button didn’t work for me.
Overall, good game!
I had a lot of trouble with the aiming. There’s no crosshair, and in the WebGL build, the mouse kept jumping from one side to another. I didn’t have that issue with the PC build, but still found aiming difficult due to the lack of a crosshair.
Another issue, in my opinion, is that the game was too dark. It was really hard to see the chainsaw guy, and trying to stab him put you at way too much risk since he doesn’t stagger after being hit. I think it would add more tension if he did stagger, making it feel like a risky but possible move, rather than leading to an instant restart.
It might also improve the experience if the player could take two hits instead of one, or maybe have a struggle mechanic to avoid death on the first hit.
That said, despite these points (which are more suggestions than issues), I had a lot of fun with the game! It’s simple and super enjoyable—I even got scared a couple of times, which I wasn’t expecting!
I’m not quite sure how it fits the theme, but I enjoyed the experience way more than I expected.
Pretty fun!
It took me a while to realize where I needed to go, as the plank didn’t clearly resemble a path. I’d suggest adding more visual cues to guide the player.
Additionally, I think the combat could benefit from more feedback to make it feel more responsive. Adjusting the camera to snap into a fixed position based on the character’s direction might also improve visibility, especially for anticipating incoming threats.
Overall, great work
PS: how does the pain mechanic work?
この文章を翻訳するためにツールを使用しましたので、完璧でない場合は事前にお詫び申し上げます。
プレイしていただき、ありがとうございます! このゲームはゲームジャムのために作られたので、完成させるための時間が限られていました。もっと多くの敵や新しいパワーアップ、難易度の調整を追加したかったのですが、時間との戦いでした。
仕事が終わり次第、ゲームプレイを確認します。 ENG Thanks a lot for playing! This game was made for a game jam, so I had limited time to finish it. I wanted to add more enemies, new power-ups, and scaling difficulty, but I was racing against the clock.
I will check out the gameplay as soon as I finish my workday.