Thanks for playing! I’ll definitely look into what mechanics or elements from mini golf games I can work into mine. Great suggestion!
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The interior environment looks great! I especially like how you can see outside from the kitchen. I would suggest adding a skybox there to complete the view.
I really like that there’s a remote right at the start. It helps the player understand what to look for and guarantees at least a score of 1. My best score so far is 3. I couldn’t play too many rounds though, the movement gave me a bit of motion sickness. Maybe consider adding a small visual cue for interactable objects, I kept on trying to open the fridge and the oven.
One final question for you, how come there are so many remotes for just one TV??
This game is actually quite interesting. I was able to craft the candy, put them in the bowl, and even place some decorations. But if I place down decorations, the kids would run away before getting to the candy. Not sure if that’s a good thing or a bad thing? I would also need a clearer explanation of what happiness factor actually does. Finally the clown costume is slower compared to the others. Maybe keep movement speed the same for every costume since it doesn’t affect the core game play. Overall, very interesting premise, the game needs a bit more clarity on what the player’s goals are.
Nice entry. The concept is very cool!
Just a couple thoughts/observations
- The CRT aesthetic works great for stationary games like yours, but in other games that require movement in a 3D environment it can give me a bit of motion sickness (That has nothing do with your game, just needed to vent after playing so many of them XD).
- Enemy can spawn at the very edge of the screen on Level 5. There’s no way to shoot them.
- I think the levels should be designed with a maximum of 2 controls. Any more than that is a bit too overwhelming for me.
Wow, this is a very beautiful and unique game. All my moths got eaten and the last one died by flying into a candle. Is there a way to deal with the bats? I guess the goal is to get them to the mausoleum on the lower right of the map? Also, I wish there is a better tie in with the theme. Good job overall!
A nice puzzle game with a distinctive visual style. I like how the jam theme is incorporated into your game.
Just a couple thoughts while playing the game:
- Was hoping the guy in the the tv would tie into the story later on.
- The bloody writing on the wall and the pentagram look interesting enough that I expected them to be interactable.
- Odd that you can turn off the gas repeatedly.
Candy lowers your social credits and hitting the tv slows you down. When you come to a complete stop, you lose. If you get the hammer, you win.
Click here for spoiler
To beat the game, collect coins until a candy appears. Then stop collecting coins and collect candies only. Once a hammer appears, stop collecting candies. Grab the hammer and you win!Thanks for playing and leaving a very detailed feedback!!
it doesn’t start directly on the web build, only on the desktop build ; I need to click somewhere to start it
Oh, yes. Another godot web build quirk. Not sure how to get around that. I have read something that you add a scene that says “click here to start” and after clicking you transition to the main menu. Not sure I like that solution.
the footsteps SFX is not synced with the character’s actual steps.
It’s supposed to be the sound of the mannequins marching. I didn’t want to animate them at all since that would cause serious lag, especially in the web build.
I had to ALT + F4 Windows’s build to end it, as it’s in real full screen with no cross. An exit button is missing (like in my game, actually).
Thank you for trying out the windows mode too. Perhaps it is not obvious, but the “Quit Game” button is in the options Menu under the credits button. Maybe not a very good design choice, but I wanted the player to click around (so they can read the quotes)
And there’s a New Game + ? Wow ! I didn’t understand it, but that’s a great idea.
Last thing I threw in, just an endless fun mode. Hope you enjoyed it!!
I’ve played as well other (good) games that used only a Halloween theme while it was not the goal.
You are so right about that.
The desktop builds look as expected. May be due to Godot using a less powerful engine on web builds
Yah, Godot is wonky sometimes. I usually make sure everything works and looks as intend on the web build first. Then check the other builds. Most players tend to avoid downloads when possible.
Thankyou! can you leave a link to sugar rush? I want to try that as well.
Here you go: https://krysknife.itch.io/sugar-rush
The concept is very cool, and I managed to finish the game. But some bugs along the way caused some major issues that made the experience frustrating to get through:
- Sometimes when you attack a skeleton, it jumps away then attack you, but then you can’t move, and eventually get beaten to death. I learned to just avoid the skeletons instead of attacking them.
- Getting trapped inside a platform:

- Finally collecting all the bones but it showed that I have 4/3 bones. Pressing E with scarecrow does nothing:

Oh, very nice card game. Managed to beat it on my first try:
Already scrolled through some of the other comments to see what additional feedback I can give you:
- The art work is really nice. I wish those designs were used for the monsters and the player models. Have you guys considered maybe 2.5D?
- It looks a bit odd having all the monsters lined up in a single row. A 2x2 formation might look better.
- The damage effect feels a little off, not a big fan of how it currently looks.
- It might help to let the player know what the possible outcomes are when playing the Joker.
- At first, I thought “Deal 5 damage to random opponent 7 times” means hitting the same opponent 7 times.
No game engine? Wow, very impressive. Great job!
A few thoughts and bits of feedback:
- At first I didn’t know why you need the jump mechanic, but it really helps in avoiding the mobs. Though there are times where I jumped right into the mob rather than over them.
- I thought I was supposed to collect the pumpkins too in my first run.
- Not sure how to kill monsters with the jaw breaker, then saw the white dot. Maybe make it bigger? It wasn’t obvious at first.
- It might help to make the game a little easier at the start and gradually ramp up the difficulty.
- I found myself more concerned with avoiding monsters than collecting candy during the run.
- Does the game end or does it go on forever?
Playtesters are often right about what’s wrong, but wrong about how to fix it. So take this with a grain of salt.
I think the issue might be that the “doormat” looks a bit too plain. Maybe you could add some subtle dashed lines or a diagonal pattern to make it stand out. When the player steps on one, a small progress bar or circle filling up could help indicate that they are supposed to stay there for a moment.
Not exactly sure what’s going on lol. Feels like I am going around town stealing doormats. Managed to finish the game though:
Some suggestions:
- Add PM/AM to the time. It would make it clearer that’s the time of day, at first I was wondering if it’s a countdown timer.
- Maybe add a candy counter on screen.
- I would lower the ghost’s movement speed just a bit so the player can better out run them.
Nice job on your submission.
Nice variation on Project Boost. I like how you switched things up in the last level, instead of landing on the opposing platform, you have to hit the floating skull.
Some suggestions:
- The explosion sound feels a bit out of place, maybe a squashing sound would fit better.
- Would be great to see the theme tied in somehow, a floating TV obstacle would’ve been a fun touch.
- Maybe add some moving elements in the background to spice up the scene. Just don’t overdo it.
I was excited to play a town management game, but there are simply too many bugs… Think this game is the buggiest game out of the 30+ games I have tried so far. Probably tried refreshing the game page 3 or 4 times.
I will NOT be rating your game because I believe the bugs are not letting me experience the game properly. I will only provide some feedback.
- On my first try, the only monster I have which I can assign a role, the Pumpking, does nothing but get stuck in the river, splashing water.
- Not sure why house multiplier is always -1.0
- After ringing the door bell on a house, you can get stuck on the Trick or Treat screen.
For the collect chocolate mini game:
- The player can disappear off screen.
- The tvs does not stop chasing you.(Probably not a bug but consider changing that)
- You can end up with negative chocolate
- You can get stuck next to a fence and can’t move
For the collect candy mini game
- Most of the time you only see flashes of candy. Then game is over in like 3s.
- One time this happened and I am not even sure what’s going on:

An endless runner base on a literary work? Awesome! ;)
A few feedback:
- I would prefer smoother camera movement, especially when the player is getting up from a slide.
- On my first run, I got the less pumpkin spawn x2 on the second level. There were no pumpkins at all!
- Maybe add a start or ready button between levels instead of automatically starting after a few seconds.
- I think I like “weeee” sfx more than “slide” one.
- In my own endless runner, I made the first few floor segments empty so players wouldn’t immediately run into obstacles. Something similar here could help to avoid running into bats or gravestones right at the start.
Nice entry overall!
Wow, very nice submission! I hope I can make something that looks this good in Godot someday. Also, now I guess I need to look up wave function collapse.
A few comments/observations:
- Some candies seem to float away indefinitely
- Sometimes candies are fenced (or treed) off and can’t be reached
- The candy collection sfx makes it hard to hear the full narration.
- On screen text indicating the next goal would really help with progression.
- I found the pumpkin, but it disappears when I walk away. I was expecting it to still be there when I walked back to where I was.
- I defeated the boss because it is trapped behind a fence and it could not get to me. I just attacked, walked away, then repeat.
- I would also like to see a replay button
- “The child wouldn’t do that again.” Oh, yes she would…

Nice entry for your first game jam! I managed to beat it ;)

Some suggestions and comments:
- Maybe zoom out the camera a bit more so you can seen more of the dungeon.
- Wider corridors (it would help with dodging projectiles from the burger looking mob.)
- Great job on the flying witch enemy. Very unpredictable. I can’t quite make out what it turns into after it is defeated. What is it?
- The art style for the witch and the monsters is really charming.
You can still answer the phone with the bookcase open. Then you won’t be able to read the dialogue. Also, are these funny symbols supposed to be there? I refreshed, played again, and didn’t see them for the good ending though.
An enjoyable game overall. Good job!
Edit: One more thing, at the very beginning the E looks like a part of the pictures hanging on the wall. I didn’t know what to do until I take a closer look. Maybe move the pictures? or change the color of the E? Of course you can do nothing.
Nice, tough game. Just a couple thoughts:
- Maybe lower the difficulty curve in the beginning
- Enemies can sometimes get stuck behind trees
- Sometimes a bat can push a skeleton towards the player/TV
- I didn’t know you can just hold down the LMB at first, but still adding auto fire would be nice.
Good job overall.
I like that you explained how you set up the scene in the comments here. It seems everything that can be said had already been said. The big one for me is the enemy collider. When the enemy dies, you can remove it entirely or have it match the skeleton model on the ground. Nice job submitting an entry.





Also, you are a few decades late to trying to ruin Jim Carrey’s career.

