Thanks so much!! We really appreciate that. We put a lot into it during the jam, so it means a lot to hear that. Thanks again for playing and leaving such a kind comment!
Ari
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Thanks so much for playing, and for coming back to leave a review! And yes, that’s a very fair point. We actually did plan to include a player health/sanity indicator, but unfortunately it wasn’t showing up properly in the jam build because of a bug. We also would have liked to make the ghost attack patterns clearer. Thanks again for the thoughtful feedback!
Thanks so much for playing and for leaving such kind words! The cat on top of the player’s head was actually originally meant to follow the player around, but because of scope limitations we ended up putting it on top of her head instead. 😆 Once I drew it that way, though, it felt a lot cuter and gave the character more personality, so I think it ended up being the better choice. Thank you for noticing that too!
We’d also love to expand the variety of ghost patterns, along with the world and story, after the jam. Thanks again for the thoughtful feedback. It really means a lot to us!
Thank you so much for playing! I’m really glad you enjoyed the art style and concept. That part definitely should have been clearer. The sanity UI wasn’t showing properly in the jam build, so it was much harder to understand when you had failed and why you were sent back. We’d love to improve that after the jam. Thanks again for the feedback!
Thank you so much for playing! I’m really glad you enjoyed the art style and music. That’s a very fair suggestion too. We actually did have a sanity/health-related UI planned, but unfortunately it wasn’t showing properly because of a bug in the jam build. We’re hoping to fix that after the jam. Thanks again for the feedback!
Thanks so much for playing and for taking the time to share your thoughts. We were aiming for a cozy-but-unsettling experience rather than a fully cozy one, so the contrast between the softer visuals and the darker atmosphere was intentional. I really appreciate you pointing out how it felt from your perspective, as it helps us better understand how players interpret that balance. Thanks again for your feedback!
Thanks so much for playing and for the kind words about the art! You’re absolutely right that the ghost attack timing could be hard to read. We actually had hit feedback and a sanity indicator planned to make that clearer, but some of it unfortunately didn’t show properly because of bugs in the jam build. The lag may also have been affected by streaming, but we’ll definitely look into performance and polish after the jam. Thanks again for checking it out! :)
Thank you so much, that really means a lot to me. And I’m really happy to hear that the game gave you confidence and inspiration. Congratulations on releasing your first game too, that’s a huge achievement!
I’m also glad you liked the rain outside the window. That VFX was done by Admiia. As for this project, we’re planning to fix the bugs and polish the things we originally wanted to implement. Thank you again for your kind words, and I’ll be cheering for your game too!
Thank you so much!! I’m really glad you had fun playing. And yes, Hades and North American comics were definitely inspirations! I’ve worked on comic cover art before, so I’ve always wanted to try bringing that kind of style into a game. That’s also a really good point about the hit feedback. We actually did add hit feedback, but unfortunately it wasn’t showing properly because of a bug. Thanks again for playing, and I’m glad you had fun getting bullied by ghosts haha! :)
I really enjoy puzzle games, and once I understood the core mechanic, it became genuinely fun to think of different ways to use the skill to solve each level. I liked that there was real room to think through each puzzle rather than just brute-forcing it. The last boss area did feel a bit too large, though, so when I respawned I wasn’t always sure where to go, especially since it was different from where I first entered and I had to reorient myself. I also think the art could be polished further. Some kind of visual guide for where to go would probably help a lot.
Thank you so much! I’m really happy you enjoyed the art, and it made me smile to hear that you think your mom would enjoy the game too.
Those are both really good points as well. We actually did have a sanity indicator, but unfortunately it wasn’t showing because of a bug. We also added hit feedback so it would be clearer when the player got hit, but that unfortunately wasn’t showing up either because of a bug.
For the ghost movement too, we had originally planned to add a trajectory indicator so players could predict where they were going, but sadly we ran out of time during the jam. We'd love to implement that as originally planned after the jam. Thanks again for playing! :)
Thank you so much!! Haha, you caught me, I definitely lost some sleep working on this 😆 But it was also a really meaningful experience, since it was my first game jam and I learned so much from it. I’m really happy you enjoyed the art and the audio details too. We’re planning to update and polish a lot of the smaller details after the game jam. Thanks again for playing and for leaving such a thoughtful comment! :)
Thanks so much for playing! The invincibility theme actually becomes clearer toward the end haha. You’re also much safer when you stay near the candles, but because of bugs, the hit VFX and sanity system weren’t showing up properly, so it probably made it hard to tell when you were actually getting hit. It’s unfortunate, but I’m hoping to fix it after the jam :)
