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Halloween Double Feature's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #43 | 3.150 | 3.150 |
| Fun | #68 | 3.250 | 3.250 |
| Theme | #70 | 3.550 | 3.550 |
| Music | #84 | 3.100 | 3.100 |
| Overall | #100 | 3.150 | 3.150 |
| Sound | #130 | 2.800 | 2.800 |
| Aesthetics | #130 | 3.200 | 3.200 |
| Mechanics | #138 | 2.600 | 2.600 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2 game, 1 graphics, 2 music
Did you use any existing assets? If so, list them below.
synty valentines, jmo effects, open game art, casuals sounds(asset store), cosmic retro baslter free, gdtv haloween pack, low poly soviet car, pandazole low poly free, too many crosshairs, primetween
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Comments
I enjoyed killing the bats, it was pretty fun! I really liked the VFX used for the grenade and slingshots. The camera movement was a little off I noticed. Like another commenter, I also ran to try and gather the bats and shoot them. Maybe there could be a combat mechanic where you run towards them to kill them as well instead of just running away?
I wish the gameplay was a little bit smoother, the camera is really "fast" and the aiming feels a little weird.
But if you guys keep working on it, it can become a really good game!
I didn't earn any candy for this Halloween :(
Nice tone and atmosphere, the game reminded me of the old 3d platformers from the late 1990s, like Jersey Devil. Unfortunately, character movement and camera are too snappy and jerky for my liking. The same goes for the combat; the game's just not very fun to play on a moment-to-moment basis (I kept slingshotting bats from a very short distance and missing for no apparent reason).
With that said, for a jam entry, it is still quite impressive, especially from a level design standpoint. Nice job!
cool idea the visuals were pleasing, maybe the larger enemies could've had some more health compared to the bats, but interesting game. well done
Fun game! I really enjoyed playing it, though I do feel there could have been more sound effects. The camera would bounce around a lot which made it really hard to aim while moving, but overall, it was pretty well made!
The concept of Halloween Double Feature is engaging, with its unique blend of horror elements and interactive storytelling. However, some players have noted that the camera controls can be challenging, especially when trying to aim while moving. Additionally, the game's pacing could benefit from smoother transitions between scenes to maintain immersion. Enhancing these aspects could elevate the overall experience. If you have a moment, I'd appreciate it if you could check out and rate my Halloween jam game too: https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3971977
:)
Awesome submission here! It took me a minute to get the aiming down but once I had it, it was super fun! With some more sfx and polish this could be a really fun small release!!
Pretty fun game to play!
I hear that music is quite good also, but it could be a little bit louder :)
We do have an options screen if you hit Escape to adjust that
Thanks!
there is a settings menu accessible from the escape button. we had time to set up individual channels for music SFX, audio and voice. you can bump up music or down the others to fit your setup.
overall very fun. but the camera was a bit hard to control. and if you die the game brakes.
Thanks, I think the sensitivity thing is a viewport difference since i was testing in a higher resolution than webGL. we are going to drop the default settings a bit to see if that helps. will be in next push this afternoon. ill make sure to play and rate your game tonight :)
Finally tracked down the bug that prevented the game from fully resetting, thanks for the comment
I have to say the camera movement when I tried to go back and forward make it pretty impossible to aim. My playstyle was when I found an enemy my first thing was to run from it and shot it running. It was kinda hard to get it right. But I give you big plusses for art style that was uniform with all props and enemies. I was a little sad that all enemies kinda levitate to you through obstacles and sometimes they catch me and leave no time to react. But overall it's very climatic and fun game.
thanks for the input. i agree about the AI. we struggled a bit with the prefab workflow and should have planned it better. i think we were a bit too ambitious and should have cut back a bit more to give us more time to focus on monster quality. ill make sure to try your game tonight and leave a review :)
The bosses were great, there's definitely variety among the enemies in the game as well. In my opinion the camera movement made it a bit difficult to see what was going on in the game, maybe it can benefit from some dampening. Other than that it's a solid game!
Nice job on your game! Like the comment below, I also got Ghostbuster vibes from this. I really like the visuals and the variety of enemy types. The character controls really well and shooting the slingshot and grenade are both satisfying. Nice job!
Lol I got Ghostbusters vibes too lol, game was fun but I hit an impassible wall that allowed me to activate Invader lord but I could not find him anywhere.
The firing sound made me think I was striking a flint - only when I read your intro did I realize it was a catapult maybe fine tune the sound to more cartoony pull and snap and have a nice thud for hits...
yeah i really wanted to have time to split it into a context pressed and released for the slingshot and split the animation but ran out of time. 100% agree. doesnt feel like a bugfix though so ill do that after the jam judging is over to be fair.
The game is kind of buggy with motion visual glitches and the lack of feedback on if you're getting hit made it pretty hard to play, plus aiming was tricky and the lollypop weapon felt hard to control. I can feel the game in here that you're trying to make though, just feels like you might of needed a little more time in the oven. I like the Astetics though and the music choice was pretty good.
THanks for pointing out the damage thing. we actually did have feedback at one point and when we had someone drop off the jam some stuff got spaghettified hooking their work back in. we didn't catch this one. it will be fixed in a patch probably after work today.
The player design instantly gives off Ghostbusters vibes. which fits perfectly once you see the capture mechanic in action. The game’s a bit buggy though, and I wasn’t able to complete it because of that. For example, sometimes I’d run up to a gravestone and press E, but nothing would happen. On another run, I respawned with zero hearts, and once I even seemed to have infinite grenades. Despite the bugs, I can really see the vision you’re going for. When a boss is capture, it’s really cool to see. One suggestion, it feels like monsters can respawn right on top of the player, which can lead to sudden deaths, maybe add a small safety zone to prevent that.
Thanks.
with the zone issue---there must have been open of the bosses we removed but the activator is still there.
the other is known something broke in the game restart function so if u do a run and then restart from the same screen it has issues. we should be able to get both fixed.
wish i had had time for a seafety zone.. would have helped a lot i think. but that does not seem like something that counts as a "bug fix" since i never designed it. so ill patch that after judging i think.
Thanks for playing and I appreciate the feedback. We noticed the issue with restarting the game from the end-game screens and hope we can fix that soon, some data from the previous run persists which is frustrating for sure. The safety zone around the player is a good idea and I wish we'd had time to implement a smarter spawning system.
The game was fun and had a nice ambiance. Nice interpretation of the theme. Had a very Ghostbusters feel.
The slingshot wasn't always killing bats even when the shot detonated on them. Though they were always stuck and not moving so not game-breaking. What was game breaking is I couldn't fight the Alien Lord. I activated it, the barrier didn't drop. I'd already captured the vampire lord, and the game wouldn't let me fight the mummy lord.
Overall it has a lot of promise.
thats weird. thanks for letting us know. Ill look at it tomorrow morning. i was able to capture all three of them earlier( there is a secret final boss). but we have been rapidly bug fixing and maybe broke something else.
The controls are a little strange and the first time I defeated the mummy man I was not able to capture him and got stuck in the arena. Other than that this was a fun little game. The story of horror movie monsters coming out of the TV is cute.
thanks for the heads up . it appears we accidentally broke the capture mechanic right before submitting.. dan is patching it now
Camera and the mouse not being locked had some issues.
And because of that, enemies would seemingly just appear because they were too hidden by the camera.
Other than that, the game was a fun little shooter.
I cant re-create this one. in web gl i think you have to click the app for camera lock to work and then if you hit escape it breaks lock. Ill see if i can find a better way next time. defiantly a mistake to put settings on esc for web though since it would break camera lock.
The game is fun and fits the theme, the controls are sometimes sloppy but other than that the music and aesthetic of the game are very good! Can you also give feedback for my game?
Hey ill try your game and rate tonight. what about the controls was sloppy so i can take a look?
we have noticed in teh build(not editor runs) that sprint is not working. there is also a collider detection problem with the aim assist that sometimes seems to shoot of at an angle. the default sensitivity feels high in the smaller web viewport so ill probably drop that a bit( lesson learned use play mode in the viewport size of the webGL app not 1080) . ill have those fixed tonight i think. was there anything specific you noticed?
we cleaned up the aim assist bug, which is what was causing the aiming issue. sprint now works in webGL. hope that was what you were referring to. Im checking your game now :)