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Scary house's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #79 | 2.830 | 3.100 |
Controls | #88 | 2.921 | 3.200 |
Fun | #96 | 2.739 | 3.000 |
Overall | #115 | 2.752 | 3.014 |
Audio | #124 | 2.647 | 2.900 |
Graphics | #126 | 2.739 | 3.000 |
Originality | #128 | 2.647 | 2.900 |
Theme | #139 | 2.739 | 3.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1 stable
Wildcards Used
Transfer takeover
Game Description
kill monsters while actively becoming the monster
How does your game tie into the theme?
the monster you kill / become exists in folklore in many cultures
Source(s)
https://github.com/theololw/scary_house
Discord Username(s)
theololw
Participation Level (GWJ Only)
2 times previously
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Comments
Way too repetitive. Enemies are so slow and useless that there's no real challenge. No animations for walk. The only enemy that could do something at least was ghost because they could walk through walls. Layout doesn't change, everything stays the same.
Plot isn't explained, you just kill vampires, then zombies, then whatever, and then you somehow escape the house though deer still get you. Way too much repetition.
Need more. It seems like you didn't want to do more so just replaced one enemy with another and called it a new level. Doesn't work like that.
You say you have open source, and yet on the linked github there's literally nothing in the repository. I won't tolerate false promises.
I say no to this one.
Wanted more variety with the different players instead of a reskinned single character. I like the concept though
I loved the salt the best, haha. Fun and interesting, good job!
I escaped the house :) I didn't expect the final enemy you had to fight, good twist lol. I do agree that it was getting repetitive near the end and new enemy placement / unique methods to get past things would have been cool, but I'm sure you would have done that with more time!
Becoming the enemy you kill in each level caught me off guard the first time, and the different enemy/player selections were amusing. It got repetitive towards the end, but seeing what the next enemy and weapon would be kept me playing (the final enemy and weapon were my favorite). It would be cool if each enemy had a unique ability that gives you a different challenge to overcome within the same level layout.
Fun game with a fun gimmick!
The wildcard implementation was cool, though I agree with @Urwinc that it would have been cool to have each enemy/playable character be more distinct. I was really looking forward to being able to go through walls as a ghost and was disappointed when I couldn't.
It also seemed like the enemies were getting stuck on corners a lot. It seems like they might just being trying to take a straight line path to the player's coordinates instead of actual navigating around the level geometry. Godot has built in Nodes for setting up a NavMesh that make it really easy to set up, I would recommend checking that out for your next project
Over all fun theming, I especially liked how the audio changed for each level. Some of the weapons were fun tie-ins to the creature lore as well (garlic for vampires, salt for ghost).
Nice work!
The game has a great atmosphere and i like the Pixelart.
A really fun concept!
I love the idea of replaying teh level, becoming the monster you just fought. Although, the monsters didnt really seem to have much difference between them, it would have been cool for them to attack in a certain way that was consistant between them beign an enemy and as the player character.
The controls were responsive and the hitboxes were consistant.
Great game!