Question, would using public domain / copyright-free stock images for collage art break the "Relying heavily on purchased/premade assets" rule?
I mean something like this:

Glad to know that you liked the pre-rendered backgrounds, looks like my years spent making failed FNaF fangames did not go to waste.
There is a clearer plotline planned, but level 1 mostly acts as an introduction to the madness. The game's "analogy" is mostly an extreme exaggeration of schizoid personality disorder.
Está bastante entretido, pero ten un pequeno problema: non deixa saltar dende superficies moi curvas, o cal é bastante frustrante ata que de decantas de que está ocorrendo. Estaría ben que o protagonista tivera unha animación de estar perdendo o equilibrio cando está nunha posición dende a cal non pode saltar.
Boas tardes, estou cerca de rematar o proxecto para a jam, pero veo que hai un posíbel problema co proxecto que pode facelo non elixible.
Elixín basear o xogo na idea dun recordo que cambia cada vez que o protagonista lémbrao, pero esa elección resultou nunha temática de misterio e medo, coma unha versión de terror analóxico de "Un polbo xigante".
A dúbida que teño agora e se é obrigatorio que o xogo teña un aspecto humorístico, tendo en conta que a jam chámase "Dende co galego, con humor".
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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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:
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: