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Dark Fable Studios

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A member registered 69 days ago · View creator page →

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thats not the average raiting ? thats only use of theme ??? 

Hey, thank you so much for the comment, it really means a lot to us!

Those 14 days were definitely pretty chaotic  :D, so it’s awesome to hear that things like the lighting, atmosphere, and the idea with the three guests stood out to you  we put a lot of focus on that.

The whole “three guests” idea actually came from a design decision, we felt like traditional checkpoints didn’t really fit this game, because we wanted players to feel the consequences of their actions. At the same time, we didn’t want to completely wipe out their progress, so this system ended up being our solution.

It ended up working so well that we even decided to name the game “3 Lifes Left”. We know it would technically be “3 Lives Left”, but choosing “Lifes” was purely an aesthetic decision... the “f” just looked better with the font we used.

Really glad you enjoyed the hotel maze  we actually reworked and improved the hotel layout a total of 4 times until it finally felt right.

Thanks again for playing and for the feedback... it really motivates us to keep going! <3

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Overall, I really enjoyed the game. The atmosphere is extremely well done and pulled me in right from the start. It was genuinely fun to play. The idea with the TV show, and how it even guides the player at times, is very creative and makes the game stand out.

There were also moments where I actually laughed, which is something I don’t often experience in horror games. That made the game not only tense but also very entertaining. The mix of horror and humor works surprisingly well. Sure, the humor does reduce the scare factor a bit, but without it, the game wouldn’t feel as unique or memorable. It gave me strong Scary Movie vibes.

It’s also really impressive how much you managed to get out of such a small environment  basically just a two-room apartment. That shows strong level design and clever use of space. Another thing worth mentioning is that you created most of the assets yourselves, which is very impressive and definitely noticeable.

One small criticism is that it’s somewhat noticeable that AI was used for the poster and possibly some background elements. Personally, I find that a bit unfortunate, because your skills in art are clearly there  especially visible in the 3D assets you created yourselves.

What I would really love to see is a longer game built around this exact style, with more polish and fully leaning into this kind of absurd, “Scary Movie”-type humor. That kind of humor is still very rare in games, and you clearly showed that it can work really well. I think there’s a lot of potential here for something bigger.

That said, the positives clearly outweigh everything else. The creativity, the execution, and especially the combination of horror and humor really stand out. You can tell a lot of work and smart design went into this game.

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Hey, thanks a lot for the detailed feedback  we really appreciate it! Glad to hear you enjoyed the atmosphere and setting!

Regarding the story/narration: we deliberately chose not to rely too much on traditional methods like notes or journals to explain Holmes. That approach can feel a bit too direct and often turns into simple info-dumping. Instead, we tried to tell his story through environmental storytelling.

Examples of this are areas like the butcher room, the secret passages, and the dungeon — places that indirectly reveal parts of his character. We also added small details and easter eggs that give more context if players discover them. For example, the password “Clara” in the final puzzle: Clara was Holmes’ first wife and the only woman he didn’t kill, which is why the heart symbol plays a role in that puzzle.

Our goal was not to serve all information on a silver platter, but to let players piece things together themselves. That said, it’s totally fair that this can make it harder to fully understand him  we’ll definitely take that into account!

The UI feedback is also very valid: switching from “press E” to clicking will be fixed today.

Thanks again for playing and for your feedback 🙏


(Edit: now youu can interact with E and leftclick)

If you get the chance, we’d really appreciate you checking out our game too.
Honest feedback is what matters most to us — not just positives, but also the things that didn’t work for you.

What felt good? What could be better?

We’re trying to improve seriously, so don’t hold back.

we are gonna play your game tomorrow because we are gonna watch the BYTESIZED GAMES stream <3


https://itch.io/jam/gunscreen-horror-jam/rate/4479768

The game has a good atmosphere overall, but it doesn’t really deliver on the scare factor. It’s not particularly scary, but also not completely bad in that regard it just feels a bit average.

What stood out to me the most was the club scene. You can really see how much effort went into the animations and the choice of music. That part felt lively and well-crafted, and it shows the amount of work the developer put into it.

The apartment was also very nicely designed. It felt thoughtfully arranged, and you can tell that a lot of effort went into the environment and details there as well.

The consistent PSX-style art direction also felt very fitting and well executed. It gives the game a distinct identity and works especially well together with the lighting and overall mood.

However, the game is extremely short, especially considering it was made during a two-week game jam. I finished it in about 5 minutes. While a short experience isn’t necessarily a bad thing, I would have liked to see more intensity, impact, or “payoff” within those 5 minutes.

Overall, it’s a solid short experience with a strong atmosphere and clear effort behind it, but it could have benefited from either a longer playtime or a more impactful use of its short duration.

First of all, I really liked that the voice lines were self recorded. That adds a lot of personality to the game. However, after a while it unintentionally became a bit funny, especially when the killer repeatedly says lines like “Where are you, little one?” or “chackalackala” over and over again.

Speaking of the AI, it was quite easy to exploit and trap, which reduced the overall tension.

Despite that, I wasn’t able to finish the game. I got stuck because I didn’t understand what to do with the number code on the wall. I played for about 30 minutes but never figured out what the actual objective was.

Escaping during the intro was also very difficult because the UI text in the top-left corner is almost transparent and hard to read. This made it unclear what actions I was supposed to take. The same issue continued later on and affected the overall gameplay clarity.

The atmosphere was pretty good at the beginning, but it got weakened over time—especially due to the repetitive voice lines, which broke immersion.

That being said, I can clearly see how much effort went into this project. It tries to create a very cinematic experience, which works in some moments, but not consistently throughout the game.

I’m reviewing this project as part of “Dark Fable Studio,” and interestingly, we chose the same serial killer concept for our own project.

The art style really stood out to me  it looks great and gives the game a unique and charming identity. The cutscenes also fit surprisingly well into the experience and helped present the story in a nice way.

However, the level design could be improved. There are long, extended hallways without a clear purpose, and the suitcases placed on the ground felt more like obstacles than meaningful gameplay elements. Instead of adding to the experience, they sometimes just got in the way.

The ghost puzzle was extremely difficult to figure out. After about 40 minutes, I finally solved it, but when I pressed the “E” key, nothing happened. I left the room, and then I suddenly got chased. The chase itself was actually well done, but it wasn’t clear whether this was intended as the puzzle’s solution or if I had done something wrong. I also wasn’t sure if getting caught was supposed to happen.

The game isn’t really scary, but in my opinion, that’s not necessarily a bad thing given the cute art style. However, since “scare factor” is part of the rating criteria, it becomes difficult to judge fairly in that category.

One aspect that worked well was the story presentation. The drawn scenes were very charming and did a good job conveying the narrative. What I felt was missing, though, was environmental storytelling. A story can also be told through the world itself  for example, through objects or visual clues. Something like a skeleton lying in the same room where the ghost appears could imply a connection without needing text. Adding this kind of detail would have strengthened the immersion a lot.

The atmosphere overall does what it’s supposed to do for this type of game and fits the style nicely.

In the end, this is a cute and clearly well-worked-on project, but it felt a bit too short. I reached the end screen, although I’m not entirely sure if that was intended or possibly a bug. Still, I can definitely see the effort that went into this project.

I think the font wasn’t a good choice, as it was really hard to read. Also, the game froze every time I got jumpscared by the clown.

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This game was quite interesting in how it was structured. One thing that really stood out to me was that bean like creature or penguin in the classroom. It made me feel very uneasy, even though it didn’t actually do anything. That was a surprisingly strong design choice, and definitely something I can take inspiration from for my own games.

The black, white, and purple art style also really appealed to me and contributed a lot to the game’s unique atmosphere.

The jumpscares didn’t fully land for me, although they probably would have worked better if the game hadn’t started lagging beforehand. That unfortunately reduced the overall impact.

I also found it interesting that there was missing collision in the bathroom walls. I even had some fun exploring the outside area because of that (hehe).


Speaking of the bathroom, opening one of the stalls actually raised my heart rate quite a bit. However, once I got used to it, the moment where the toilet suddenly did a kind of “Skibidi Toilet move” (people who played it will understand) got my heart rate up again.

Overall, this is a solid game for a two-week game jam. It has some very strong ideas, especially in terms of atmosphere and design choices. It’s also interesting that the case behind the game was never solved, which adds an extra layer of intrigue.

The game immediately stood out to me because of its handdrawn art style, which strongly reminded me of children’s books from the early 2000s. However, this style is occasionally broken by textures that don’t quite fit in, especially noticeable with some NPCs. Despite that, there is still a consistent artistic direction that carries through most of the game.

That said, I’m personally a big fan of Egyptian architecture, so I found it a bit disappointing that the outdoor areas were filled with rather simple and plain grey blocks. Even considering the two week development time, this felt somewhat lacking.

On the positive side, I found the case/story itself more interesting than many other submissions. A lot of the other projects cover stories you’ve heard before in some form, but this one was completely new to me, which made it much more engaging. It even motivated me to do some additional research on my own.

Overall, the game has a clear artistic vision and an interesting narrative foundation, even if there are some inconsistencies and missed opportunities in the visual execution.

The game stood out to me mainly because of its rough early-2000s aesthetic. This raw and somewhat unpolished style feels very artistic in its own way and adds a lot to the overall atmosphere. The roughness actually enhances the experience and gives the game a unique identity.

The character controls also surprised me in a positive way. Even though the game is played only with the mouse, it feels responsive and works well.

In terms of story, it felt more like reading a newspaper article rather than experiencing an emotional narrative with clear highs and lows. However, this is definitely criticism on a high level, especially considering this was made during a two-week game jam.

I also really enjoyed the dance sequences in between, as they added variety and contrast. Gameplay moments like dodging the spit attacks in the “mobbing scene” were fun and added engaging mechanics.

The game clearly touches on serious societal issues. However, at times it felt like the presentation could come across as somewhat glorifying the actions, since everything is told from the killer’s perspective. This might lead to misunderstandings for some players.

It’s also interesting to note the real-life background: Thierry Paulin was eventually caught after attacking his dealer. After being released and later diagnosed with AIDS, his actions escalated further, almost like a race against his remaining lifetime to harm as many people as possible.

Overall, it’s a very creative project with a strong visual style and interesting ideas that definitely leaves an impression, despite some minor weaknesses.

The game unfortunately feels unfinished. One of the main issues is the language  some translations are incorrect or confusing. For example, the word “Quit” is used for leaving a house, which is not very intuitive.

I also get the impression that the project wasn’t fully completed. It seems like the developer was aiming for something similar to Among Us, but with NPCs instead of real multiplayer. This is suggested by a small indicator that appears at the bottom of the screen after leaving the house.

However, it was very difficult to actually identify the killer. The NPCs feel glitchy and don’t behave reliably, which makes the gameplay more frustrating than engaging. I wasn’t able to spot any clearly suspicious NPCs while playing.

There are also some technical issues. For example, there is a grey box (or square) in the world, and if you walk into it, you get instantly teleported back to the main menu without any explanation.

On the positive side, I appreciate that the developer put effort into the visuals. It looks like the assets were created manually in a pixelart style, which gives the game more personality and uniqueness. Personally, I prefer games with custommade assets over ones that rely heavily on asset packs.

Overall, the project feels like an interesting idea that wasn’t fully realized, possibly due to time constraints or technical challenges. It would be interesting to see what the developer originally planned and how the game could evolve with more development time.

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Thank you so much for your feedback really glad you enjoyed the scares :)

And yeah… the enemy might have been a bit unforgiving there...

Really happy to hear you found it entertaining and unpredictable  that’s exactly the experience we want the players to expiereince..

Thanks for playing and for your support!  <3

its fine your game was the most fun to play so far (for me)

Hey, thank you so much for the kind words — really means a lot to us!

We actually already watched your video and left you a comment there 😄 Super glad you enjoyed the game and the jumpscares!

More is definitely coming 👀

(O_o) are u okay ? 

Thanks for playing <3

I think it was  a bit hard to notice if you still had the gun or not. There’s no inventory or clear indication, so it gets a bit confusing.

The game feels like a mix of a fever dream, too much coffee, and Call of Duty’s zombie mode... in a pretty unique way.

The idea with the player’s dreams or hallucinations is definitely an interesting design choice, and I liked that aspect. There were also a few moments where I genuinely felt scared.

However, that fear kind of disappeared once there were like 50 “grabby people” rushing at me at the same time. At that point, it became more chaotic and even a bit funny rather than actually scary.

That being said, the game was still really fun to play overall. It kind of shifts between horror and humor, but that’s also what makes it stand out.

the forgotten will was hard to find but i made it trough.

(o_O)  RUUUUUUNNNN :0

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SPOILERS!! PLAY BY YOUR SELF BEFORE READING!!!

Overall, a very well-made project.

Right from the start, the game manages to build a strong connection to the characters, especially the sister. The window scene initially feels like simple character-building  that classic “Mom told us to keep the window closed” moment. What made it really strong is that this decision actually becomes relevant later in the plot. That caught me off guard in a good way and worked really well.

The jumpscares and overall high points are extremely well placed. A perfect example: I casually throw the trash into the kitchen bin like Michael Jordan, and 5 seconds later I get completely jumpscared. That was a really strong moment.

The floor cleaning scene was also great. When the radio announced that all windows need to be closed, it instantly hit me that I had opened my sister Anna’s window earlier. That created immediate tension. The only downside here is that you can’t react to it anymore  for example, it would’ve been cool to have an alternative ending if you managed to close the window in time.

The next jumpscare in the shed was also very strong. Suddenly Francisco Antonio  the “Satyr of San Isidro”  is sitting there like Spider-Man on the roof, locking all exits and cutting the power. That moment was really well executed and one of the most intense parts of the game.

My biggest criticism is the ending. It feels too rushed. Finding the sister was well built up, but dying immediately after doesn’t feel perfectly paced. It could’ve been stretched out a bit more for example at the main door, with a fake-out moment where the killer pretends to be the mother. That would have made the ending much more impactful. Also, the scene at the beginning where the mother leaves could have been more directly tied into the plot.

The atmosphere overall is good, but there’s one clear weak point: the outside area. The house itself strongly feels like Spain and is really well done. That’s why I was excited to step onto the balcony and look outside – but instead of a believable environment, you’re just looking at white, untextured blocks. That unfortunately breaks immersion completely. Even simple placeholder houses with a few textures and roofs would have helped a lot.

A very strong game jam project with excellent horror moments and well placed jumpscares. With a better-paced ending and a bit more work on the outside environment, this could have been nearly perfect.

Thank you so much for your amazing feedback – it truly means a lot to us !
We are especially happy that the Atmosphere, tension, and puzzles resonated with you, as those were some of our main focusses.

It’s incredibly rewarding to hear that the game felt like a complete experience to you. :)

Thank you for playing and for your support! <3

thank you <3

Sorry to hear that :(

Since this was made during a game jam, we didn’t have much time to add proper graphics settings or optimization yet.
Could you tell me your PC specs and if it was already lagging in the main menu? That would really help us figure out what’s causing it.
Thanks for trying the game! <3

Thanks a lot, really glad you enjoyed it! <3
The darkness was actually intentional the player only sees a small area around them (about 2 meters) to make it feel more tense and disorienting.
But that’s still really valuable feedback, we might tweak it a bit to make navigation clearer.

I’m a bit confused how this game fits the Serial Killer theme of the jam. Maybe I’m missing something, but it currently feels more like a simple car game without a clear connection to the theme.

It wont start :(

He Knows You has a solid core idea  (findig keys.. solve puzzles ) and creates a fitting horror atmosphere. I found the story interesting, and the addition of the Zodiac Brothers is a cool touch. The intro cutscene in particular is very well done and sets a strong tone right from the start.

However, the AI doesn’t feel very threatening at the moment you can even outplay it quite easily with the classic “running around a table” trick, which takes away some of the tension. The jumpscares could also be improved.

Visually, the game is decent, but there’s still room for improvement when it comes to the 3D models and overall presentation. That said, the rest of the game was definitely fun to play !!!

Overall, it’s a solid game jam project with good potential that could really shine with more polish. 

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Thank you very much for your detailed feedback <3

I’m glad to hear that you enjoyed the puzzles and the overall atmosphere, and its especialy great to know that the horror elements were effective for you.

Regarding your point about the game feeling like a maze: this was an intentional design choice. The goal was for players to navigate and orient themselves using environmental cues such as room numbers and visual elements like paintings, rather than relying on linear paths or obvious directions.

Thank you again for your honest feedback....   
it’s very helpful for further Projects  <3

Thank you so much! <3
We’re really happy you enjoyed both the puzzles and the jumpscares :)
It was very important for us to include short breaks between the hunting sequences , to give players a moment to breathe and recover from the tension, and to shift a bit from pure fear to more puzzle-focused thinking.

Thank you so much, this really means a lot! <3
I’m really glad you enjoyed the atmosphere, sound design and puzzles – and that the jumpscares worked :)

The points about the killer behavior are very valid. We actually tried to fix this during development using location tracking between the player and the killer, but that introduced new issues with direction tracking (figuring out which side the player is coming from). With more time we probably could’ve solved it, but the problem only really became obvious when the game was almost finished and we had about one day left.

About the respawn situation: the killer is never able to be directly outside your spawn room, so stepping out of a spawn room is always safe. However, one of the killer’s approach points is often nearby, which can make it sound like he’s right there, even though he isn’t. After that, it’s more up to chance where he moves.

We also tested different ways to make the encounters clearer, but they either caused more confusion or made the game too easy, so it ended up being a tricky balance.

Thanks again for the detailed feedback – it’s super helpful, especially coming from someone who made it all the way to the end! <3 <3 <3 

Hey Alex,
Thanks a lot, really appreciate the feedback! <3
We actually tried a few different approaches during playtesting to get that issue under control, but it either ended up creating even more confusion or made the game way too easy.

If you decide to give it another try to reach those epic end credits 👀, I’d definitely recommend paying close attention to the sound — sometimes the killer can feel farther away than he actually is.

Really glad you enjoyed it! 

SCT: Dreadful Night starts off feeling a bit like a gas station simulator, but later shifts more into a horror experience similar to FNAF 4. This mix is a creative idea and helps the game stand out.

From a horror perspective, the game does a good job of building tension at the very beginning. However, this feeling fades fairly quickly after the first 30 seconds, and the experience becomes less intense over time.

That being said, for a project made in just 3 days, it’s still quite impressive. I do think the game could benefit a lot from additional polish, especially in terms of atmosphere and making the shop gameplay more engaging.

One mechanic that stood out was the constant blinking, but personally, it felt a bit more exhausting than engaging over time. With some adjustments, it could become a more enjoyable and meaningful part of the gameplay.

Overall, the game shows a lot of potential. With more time spent on polishing and expanding the core ideas, this could have turn into a really strong and unique experience.

I really like the mouse/light mechanic!

(SPOILERS – Play it yourself before reading!)

Review of The Deadman's Stretch

In "The Deadman's Stretch" you play as a woman who drives to a remote lake to take photos of birds. What starts as a calm and quiet experience slowly shifts into something more tense and unsttling.

The atmosphere of the game is solid, especially in the beginning, and it creates a nice sense of unease. However, this immersion is sometimes affected by relatively clunky animations.

That said, smaller details like the footprints in the snow and the birds, along with their animations, were very well done and added nicely to the overall atmosphere.

The overall concept works well, but could be developed further to feel more unique and memorable. The buildup to the main climax also felt a bit too quick, and some moments were somewhat predictable, which slightly reduced the overall tension.

Overall, the game shows strong potential, especially in its atmosphere and attention to detail. With some improvements to animation and pacing, as well as further development of the core idea, it could become a much stronger experience.

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(SPOILERS – Play it yourself before reading!)

The Alaska Tapes mainly impressed me with its atmosphere. The idea of exploring a place that people visit as a kind of dare because something mysterious supposedly happened there and taking photos works well and creates a calm, slightly unsettling feeling. I especially liked the moment when you find cameras in the forest  it subtly suggests that other people were there before you and that something might have happened to them. This kind of indirect storytelling worked really well.

However, the game didn’t really feel like a horror experience to ME. There is this silhouette that sometimes follows you, but after seeing it once, it becomes clear that it doesn’t pose a real threat (at least for now). Because of that, a lot of the tension is lost.

The ending was okay...  the scene where you get shot in the forest, with bullets flying past you beforehand, is a good idea. Still, I think the tension could have been built up much better. For example, it could have included a section where you try to return to your car while hearing things like rustling leaves or cracking branches. Getting shot in a quiet moment like that would have had a much stronger impact.

Overall, it’s a game with a strong atmosphere and interesting ideas, but it still has a lot of potential when it comes to building tension and delivering on the horror aspect.

Awesome, we really put a lot of focus on that :) Thanks for playing! <3