Play sweet experiment
Candymancer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #47 | 4.031 | 4.031 |
| Sound Design | #123 | 3.438 | 3.438 |
| Horror | #127 | 3.188 | 3.188 |
| Aesthetics | #147 | 3.906 | 3.906 |
| Enjoyment (Best Game) | #173 | 3.313 | 3.313 |
| Story | #188 | 2.875 | 2.875 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Godot
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Comments
Love the concept, kept dropping sweets everywhere haha. Found it quite difficult to find the right candies so maybe some way to influence which types we get from summoning aside from just the sizes would be cool
Really interesting concept! But the candy summoning system seems to be too random to get what you want. I'm not sure if there's any way to manipulate the system to get the desired candy, and even if I can, I'm not sure if I would have enough time before the visitor stab me. But anyway, really great game with great aesthetics and sound design!
The idea for the game is pretty interesting and cool, but in my two playthroughs, only twice did i actually have what they wanted, as well as the fact of with the physics system bugging out, i would accidentally fling things around and have things clip through the table.
Brilliant game that teaches you the lesson to not open your doors to strangers!
Holy shit, these kids are a-holes. That first encounter, where I was still trying to learn the control, damn near gave me an anxiety attack as the knocking kept getting louder, then the kid let himself in.
Very creative idea. Good audio (the knocking sounds passive-aggressive, lol). The mechanic was interesting, and the SFX with summoning candy were brutally sounding. Cool jack o' lantern, too.
Great experience.
The idea is good, the execution is good, and the SFX are top notch.
I loved the Halloween version of the Godot logo.
it feels like a scary version of those old kids games from windows 95!
I liked it!
It's a fun game with well-crafted core elements — the concept, pixel art, sound, and characters are all solid.
I especially want to highlight the unique mix of frustration, tension, and humor I felt when all my candies scattered across the room and I had to crawl under the table looking for the right one, while the friendly masked guy with a knife was slowly approaching me.
5 torn-off arms of 5, great job!
The price is steep for all who hand out cheap candy. lol. nice concept.
Those aren't children (;-;)
Solid, good.
I find the concept fun, the mixing of the light heartedness of halloween kids mixed with blood magic.. And it's all around generally done well, a few things feel off but it doesn't break the whole.
Like the art, it's good pixel art that sets the right vibe, but the non-pixel font mismatches with it a tiny bit.
And also I feel like the game is a tad too RNG based, or I might just be bad?
The number of candles changing the size of things makes sense but as far as I am aware there's nothing to control say, the color.. I ran into a thing once or twice where the kid said if I didn't give them a BLUE lolly it would be stabbing time, and then all the game would give me were red lollies, so stabing time it was indeed.
That's all, good but has a few rough points.
You're right on your analysis. The full rng-based gameplay isn't true to the original vision but we had to cut corner due to poor planning and lack of time. I sure hope to improve those aspects in the future. Thanks for your feedback !
Oooh, yeah, it makes a lot of sense with that in mind. Sorry to hear it didn't quite work out as hoped.
I would for sure be interested in playing improved less RNG based version of this.
This was so fun, great work! I really like the gameplay loop.
This game is cute! As much as Halloween candy murder is..Great concept of just rough times = "guess I'll sacrifice my life force to get candy for the trick-or-treaters. Oh okay, they don't like the candy I sacrificed my essence for. Okay, take my arm then, sure." My dumb ass was fumbling with the bowl trying to serve up the candy like we were in some classy restaurant. Little did I know, the neighborhood demon children accept hand-feeding. Great mechanics, fun implementation, great work!
Thanks for the review !
Your experience describes exactly what I hoped this demo would feel like. That makes me happy.
pretty nice game!
Really cute game!! I enjoyed it a lot!
I made a video of your game. It's at the start of this video.
Thanks for that video feedback, it is really useful.
Here are my notes :
- You actually missed most of the content because you always had the piece of candy you needed already.
- The dialogues taking input priority screwed you up a few times.
- The candies are a pain to pickup (that's a feature at this point
Oh woah! Thanks a lot for including our game in your video, wasn’t expecting someone to do that! Really appreciate you taking the time to play and share it.
This was a really cool game! well thought out! also the custom godot load screen was cool!
Great game, love it.
I think the candies are too "light" maybe put more gravity to them, so they don't go flying all over the room. :)
Can confirm that the the menu didn't work for me either, so I can't say I understood the game 100% because I feel there was some crucial info in the menus. Sad, but I did give it a few tries, took some time to realize how the candy summoning worked, lost my hand lots of times, but got at least some candy given out, so I'd call it a successful night of candymancy! Fun game, if the controls were bit better (I could not hold these pieces of candy in control) and the menu was working, I think I'd happily sink loads of time to just playing this, I quite enjoy games like this. Good work!
Thanks a lot for giving it so many tries! You’re absolutely right about the menu, it was broken due to an input mapping issue, but that’s been fixed now. Really appreciate your persistence and detailed feedback. Glad you still enjoyed the chaos despite the janky controls, and don’t worry, there wasn’t any crucial info hidden in the menu, so you weren’t missing anything!
Liked the idea and the sound + design . All the elements are very consistent, but getting a qte or an additional mechanic for spawning candy would be nice. M or Esc for menu didn't seem to work
Thanks for the feedback! We noticed that issue too, it turned out to be a map input problem, but it’s been fixed now. Really like your idea about adding a QTE or extra candy-spawning mechanic, that could fit the game’s pacing nicely.