For that puzzle you have to bring the "REQUIRED" items and avoid the one in the "NOT" list.
ApeHardware
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It's pretty impressive that you managed to make a functional fixed camera survival horror for a game jam. The graphics and atmosphere have to be the best part. The concept of "Resident Evil with impostor creatures" is pretty damn good, I honestly find being surrounded by people you can't trust much scarier than being completely alone.
The game's biggest weakness has to be the difficulty. While survival horrors are supposed to be hard in order not to turn into an action game, here you end up having to memorize where each imposter was, which takes away from the horror factor. A simple limited sprint would have easily solved the problem by giving the player an escape option.
The concept is original and farily well-implemented, I love how the mouse's speed determines the "strength" of your movement/turn, it feels like you're physically struggling to move. One nitpick that I have is that having the mouse movements be "up = forward" and "down = backward" can get a bit confusing when you have to move east or west. It would be more intuitive and immersive if the mouse's "forward" and "backward" were relative to the direction in which the player character is looking at.
There's a lot of potential here for a Darkwood-like horror game, but it feels kinda rushed at the moment (which is understandable, since it was made for a jam). If this continues development, I would suggest explaining the mechanics in game (maybe with the old trick of notes left behind by dead people, spooooky), since at the moment you need to read the page to have an idea of what to do. The art and atmosphere are pretty good as they are.
Está bastante entretenido y el tema de folclore mejicano lo hace bastante único. Un pequeño problema que le veo es que las brujas de pueden dar fácilmente por sorpresa si estás cerca del borde derecho de la pantalla, estaría bien que hubiera un pequeño aviso visual como humo negro, murciélagos o un “!” justo antes de que aparecieran.
I absolutely love the hand-drawn art, specially the goopy monsters. The water mechanic seems like a good take on survival horror-esque resource management, but I was unable to experience it properly since the bucked just glitched out of existence after losing the stealth segment for the first time. Still, running away from the monsters was still quite a tense time, so good job.
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WELL, THIS IS FOR YOU!

A NIGHTMARISH POINT-AND-CLICK ARCADE IN WHICH MOVING THE MOUSE TOO FAST CAN KILL YOU!

FACE OFF AGAINST THAT ONE JOKE CHARACTER FROM "ME AND MY ELDRITCH PARASITE", CAPTAIN POWERYARN, AND HER UNNAMED AND IRRELEVANT, YET LETHAL, FRIENDS!

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The concept, artwork and parallax effect are pretty damn good, but the game really suffers from lack of ambient sound and enemy variety.
If this gets a post-jam update, here are some ideas for new enemies I came up with:
- Zombie that tries to avoid your gun by moving slowly.
- Ghost that you have to NOT shoot, only aim at it for a second.
- Invisible man that's located via spacial audio and a small visual hint.
- Wide tentacle monster, you have to shoot its head/core, shooting the tentacles only wastes your time.
- Voodoo doll that alternates between normal and cursed form every X second, you have to shoot it when it's on normal form, if you shoot it while cursed you take damage.
Neat art and audio, but the gameplay could use some balance, if you get the ghost girl and a swarm of little ghosts at the same time, then you're doomed to take some damage either way.
Also, it gets a bit repetitive fast, so here are some random ideas I came up for making the game more varied:
- A ghost you have to touch but NOT attack.
- The shrine teleporting to another platform each X seconds.
It has Red Riding Hood with a rifle, what else do you want?
Really good pixel art and atmosphere, pretty impressive for a 7-day jam. The pumpkin counting puzzle is a bit tricky since the underground pumpkins separated by roots can look like a single big pumpkin. Also, in the area with the 2 eye logs right next to each other, attacking the closest one to you somehow results on the other one being damaged.
Thanks for the review.
Yeah, the bus area is kinda messy. Apparently there aren't many low-contrast public domain images of bus interiors, at least according to Startpage and Ecosia (screw Google). But I figured it wouldn't be much of a problem since there's nothing important in that area and the navigation arrows always stand out due to their different artstyle.
Thanks for the positive feedback. I actually agree with the gameplay being boring, this was done after a more gameplay-focused Steam project of mine didn't do very well, so I wanted to try out if I could make something centered on narrative and mood and the Scream Jam was a good chance to get feedback on it.






































