Thank you very much! :D
Beti4K
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You are, indeed, mistaken ;))) We are proud to state no AI was used, neither in art nor in code, writing or music. Actually, it's a good occasion to showcase our process - that's what a bunch of sleep-deprived art students can do ;3

We're glad to hear it's entertaining and the spooky vibe works, thank you!
The cover art caught my eye and I was not dissapointed after playing - the visuals are really nice! I like the pencil-like look on both characters and environment, mix of 2D and 3D is also well done. I got compliance, but I may play again if I have more time, as I have a feeling there's more secrets waiting for me in here :>>>
That's a pretty nice idea, story is funny and creative. I was very confused with the fight itself, as I didn't notice any hints that I got hit and saw barely any indicaators that I did hit the boss. On my first try, I thought that I won (I reached the desk and got the game over screen at the very same moment) and I was very surprised to read that I'm fired...
By the way, I called ALL contacts before calling the boss, haha~
I'd play it as a full, much longer game! The atmosphere was amazing, eerie, creepy, mysterious... I loved the story and the way it was presented, jumping in time, overlaping past scenes with autopsy-like segments... Amazing. Usage of colours is also amazing - very limited palette, 3 colours on screen at the same time, tops, but everything was clear and I didnt feel lost at any moment of gameplay. Very well done!
The character design is very nice. Exploration got quite tiring after a while due to slow walking speed + weird camera control (maybe it's because the cursor wasn't locked? I had to operate weirdly to look to the sides without my cursor escaping to my second screen). I'd also suggest showing new answers on top in dialogues; it'd give player new info first without need of scrolling ;)))
Despite of these lil issues, good job! I was surprised to read that only two people worked on that, I'd guess more if someone asked me :D
Very interesting concept with a real spooky vibe! It's probably a skill issue on my side, but I got so lost in the first room that I couldn't find the computer for... Way too long.
One of the scariest game I've played on this jam so far + it was achieved how I like it: through the atmosphere! The environment made me feel uncertain and alert, good job!
I love the pixel art illustrations here, especially the close-ups on houses' doors and the clown screen. The game is very pretty, but a bit too dark in general; made it quite hard to navigate the menu. Music is really nice to listen to and adds to the vibe.
Definitely looking forward to playing it again after the voting, once the technical issues are solved :D
As a big Crypt of the Necrodancer fan, I love seeing this idea adapted to another genre! I think that it works very well with bullet-hell-like setup. Planning movements to escape damage zones and ghosts (knowing that I have only as much time as the beat gives me was really fun!
If you're planning on continuing this project, I'd consider unifying characters and backgrounds artstyle (I'd love to see this cute witch in pixel!!!) and working on diversifying game elements which block you from the decorative ones (in level 2, I've mistaken one for another a few times). Adding some beat-meter or consequences for being off-beat also could be neat - I had a feeling I was off beat a few times, but there was no game element which'd prove it to me ;)))
All in all, good job! The game is fun, music is enjoyable to listen to and I adore the lil jumps and tilts our main character does. Looks like dancing!
This game charms with its atmosphere from the very first moments - there's this mysterious, mystical vibe to the whole setting which is just lovely.
The way characters are written is also awesome; they have their distinctive personalities and morals, they feel real and are enjoyable to both read and interact with.
I like the reverse cards mechanic, especially once you get to the cards which can flip the cards next to them; creates nice combos potential and, well, combos are crucial in any roguelike~
If anything requires criticism here, it's UI - I got to the day 27 before dying and I managed to buy all of the... Permanent effects? I'm not sure how to call them. Anyway, when I had that many, I couldn't check what cards are in my deck anymore ;) Bigger amounts of redraws also didn't fit in the button space (any two-digit number caused that). So, if you decide to continue that project (which I'd love to see as I had fun playing) working on the UI should be on to-do list ;)
I also want to say that you did amazing work with the genre itself - roguelike is a brave choice for a game jam in my opinion; considering short development time, the balance is pretty nice in here, good job!
I'm a bigger wimp then I guess ToT Because as much as I loved the game, the puzzles, everything; this jump scare scared me enough to stop playing xD (Even though I expected it to happen!) I completed almost everything, though... Just rotoscopy room left and I had an idea what to do here. Anyway, you did amazing work with the atmosphere and puzzles!







