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Dark Fable Studios

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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 :(

Night O’Clock has a very interesting and unique core concept. The mix of platforming, puzzle elements, and the time-loop mechanic... where you restart with the knowledge you’ve gained works really well and makes each run feel meaningful.

Overall, its a very solid project with a strong gameplay foundation. However, it didnt feel particularly scary, and while the atmosphere was decent, it didn’t fully deliver on the horror aspect. I also found it a bit hard to connect the experience to an actual killer...

Its also worth noting that the game seems to have been worked on prior to the jam  which might give it a slight advantage compared to other entries.

That being said, it’s still a well-made and enjoyable small platformer-puzzle game with a lot of potential.

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

Thank you so much , that means a lot for us <3 <3 <3 

thank you for playing <3

thanks i guess <3

Really interesting game, especially the lighting mechanic — a very cool idea that creates a lot of tension.

However, it was a bit hard to get into at the beginning since there’s no clear starting point. If the player knew where they began or had some initial guidance, it would improve the experience a lot.

It would also be great if the player had to turn off the lighter when the killer looks into the trunk — that could add another layer of tension and make the mechanic even more intense.

Maybe the killer could also check the trunk more often because he thinks he heard something. Then the player would have to quickly hide everything to avoid being discovered. This isn’t currently in the game, but it could be a really exciting addition.

(1 edit)

we made this for the Gunscreen Horror Jam 
DC Name neij play 112 / Dark Fable Studios
https://dark-fable-studios.itch.io/3lifesleft

Hello,

we would like to provide feedback regarding the very short-notice extension of the deadline by 12 hours.

We understand the intention of allowing as many participants as possible to complete their projects. However, we find this decision problematic, as it impacts the fairness of the competition.

A core aspect of a game jam, for us, is working within a fixed time constraint. Planning, prioritization, and meeting a clear deadline are essential parts of the challenge. When this deadline is changed after the fact, it creates a disadvantage for those who structured their time effectively and met the original deadline.

In our case, we submitted our project on time before the original deadline. Had we known in advance that an extension would be granted, we would have used that additional time to further improve our project.

The retrospective extension therefore creates the impression that participants who started later or managed their time less efficiently are being favored after the fact. From our perspective, this contradicts the fundamental idea of a game jam.

For future events, we would appreciate:

  • clear and fixed deadlines without post-deadline changes or
  • transparent rules in advance that clearly communicate the possibility of extensions

Our intention is not to take anything away from other participants, but to ensure fairness and consistency for everyone involved.

Thank you for organizing the game jam and for taking the time to read our feedback.

Kind regards, Dark Fable Studios

Hey! Just to be sure:

Are playtesters considered part of the team for the 3-person limit, or can we have people test the game as long as they’re not involved in development?

Hi,

I have a question regarding the rules about using real serial killers:

Is it allowed to base a project on a real case while incorporating elements from popular portrayals or myths (e.g. from books or other media), as long as the real-life inspiration remains clearly recognizable?

Or should the project strictly rely only on historically verified and documented facts?

Thank you!