I did start on a game and abandon it, I was wondering if I could use assets from it for the jam?
inferNull
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There’s many good and bad things here.
Good: Artstyle- The CRT filter is good, as well as the few animations available. The theme is well put together.
The best moment of the game is when you have the nightmare that says run. But most importantly, the eerie animation where he pops up.
Bad: Story- It feels like this thing was just put together randomly. Nothing makes any sense. If there was a deeper meaning behind it, I couldn’t tell. There’s a burning toilet randomly in the room, most of the room wasn’t designed. I got all 3 endings without really thinking about it and just doing things, I completed it in 5 mins, which is what your game says it should take.
Attention- I know this game is being given out for free. But you mislead people by putting it at a price of 1$ then discounting it 100% so people try to get it before the sale is over. It’s to get attention to your game. It feels manipulative. If the game was just free at the beginning, it wouldn’t have felt like an effort to trick us into claiming the game.
Here’s the mix:
First, jumpscares are good. But relying too much on them is bad. Because if someone endures multiple jumpscares in a short time, they no longer feel scared by them. It’s because they’re expected at one point.
I would recommend this game for anyone wanting to play a goofy little jumpscare horror game, but probably shouldn’t think too much of it. Just turn off your brain and have fun.
It’s got really really good jumpscares, and if that’s what you want this game is for you.
The problem is the game is a bit disjointed.
Basically the mc never says anything about how odd it is that his sister randomly looks like a zombie and screams at him.
At most, he asked “Why’s it so dark?” at one point in the game when someone turned out the lights. If you can question that, why can’t you question the jumpscare?
The first one made my heart skip a beat, it really was spooky. but it’s too often and as a result stopped being scary. At one point the jumpscares were so common they were expected, so when the end hit, I wasn’t that surprised with the jumpscare.
Personal theory is the sister fell down the stairs, or the side of the ledge near the stairs trying to scare her brother, hence the beginning of the game where she says “I was trying to scare you, I didn’t mean to fall.”
The reason the sis is never around or mentioned by the parents is because they know she’s dead in the box where you find a bear.
The reason mom is crying is because she’s still mourning the loss of her daughter. The father does send you away, saying the sis went to her room, not because she’s there, but because the family has given up on telling the mc she’s dead. So the dad, busy with work, just said “um… she went upstairs.” It’s to get you to go away. They’re probably both just waiting for you to process it.
At least, I think that’s the most sensible way to interpret things.
Really well done! The first thing I did was goof up walk on the spikes. As soon as I figured out what I was doing I got the feeling it was a standard retro game. Well put together, especially how the music changes.
If I had to rank the powerups:
dash fireball shadow bolt idk aegis shield

Was very happy to get this screen! Good work!
Yes.
RNG
The RNG is based on when the game manager wakes, it will make a random seed based on the time on your pc clock.In truth I originally made a rogue with a very different rng. The original minimap also had a humorous bug; the map was not north facing, but east facing, so all my code on it was a workaround. It was a simple room with 4 boolean walls, an array, and an algorithm to randomly deconstruct walls and an algorithm to find the exit.
However it was graphically bad to watch and I wasn’t satisfied with it, so I checked various tutorials, one of which directed me to a much more simple, but efficient algorithm to do it (It even directed me to kenny.nl for the spritesheet!) I fine-tuned it to my liking adding a few of my own twists on it until I was happy with it.
Initially the player was meant to start off with the map, but I wanted people to realize they could explore and pick up these treasures.
I don’t want to give away too much, but the treasures will randomly spawn (except the map is always spawned on the first floor.) The early floors are also very quick to explore and win. The reason I did this was because the early levels were meant to be tutorial levels. If the player wandered to the door first and wondered why it wasn’t working they should notice the keyhole on it. Then they go to the next room where they might encounter a few smallfry enemies. Then they see a map and pick it up and it explains the minimap function. Then they find the key and open the door.
Controller input doesn’t work? What gamepad are you using (xbox, playstation, custom, etc?) Did you click on the game before using the controller? And lastly what browser are you using?
It’s not a bad idea, in truth I had originally considered making it so that any collision would break invisibility (even picking up a coin) but I judged it too weak. Also, even if I wanted to, I can’t add new features since the jam is closed, the most I can do is fix bugs.
EDIT: Are you using the joystick to try to move the character?
The gamepad controls only use the d-pad and the south button

I’m glad you enjoyed the game and played so thoroughly into the postgame.
Needing to use the mouse after the engagement when your invisibility gets removed is not expected behavior, and if it’s happening, it’s a bug.
Did you use “Z” to confirm or “A” on the controller for dialogue windows? Besides clicking the buttons, those are the only two ways it should be closing.
As per the gameplay, the invisibility treasure you got I judged was too op. I loved the effect too much to nerf it, but still didn’t want it to just make the game too sneaky. The enemies you encountered, as well as the slime swarms were meant to counter it and make approaching each empty room a bit nerve wracking and not as easy as the early levels.
And as much as I’d like to have added a few more things (I originally wanted to make a dragon on the 10th floor with some special abilities for a secret ending, it would have had its own last stand and summon some minions when it last stood and fled) I barely got what I wanted done and spent the day I was expected to take off and relax fixing a few game breaking bugs that never showed up in my earlier tests.
First, I do like how this game starts you out of danger so you can relax in the safe zone and test out the controls.
Second, the animations and overall gameplay is pretty fun. It’s sort of a fantasy themed bullet hell in a way.
Although it’s probably a bit too hardcore for me, I did have fun playing. I died 11 times trying to get past the second room.
Eventually I made it to the third room but I got quickly obliterated.
OK, it's fairly obvious she poisoned us.
First, she sends us in the bathroom to get a scissors when she has a knife, something you can point out to her. The goal is to get us out of the kitchen while she messes with the food.
Second, she has the antidote as soon as you start feeling unwell, almost like she planned it, possibly before you were even sucked into the game.
Third, what were the scissors even doing there? Who puts scissors in the bathroom? Was she cutting herself? I doubt it. I think the reason it's in the farthest room is to buy her some time.
Fourth, I have to point out the author made it clear, even if it looked like she was eating, her plate was full. So I'm guessing since we're in a game world, she can play an animation of eating, without actually eating.
I have to ask though... why did she mess with the food? I assume it's some method of keeping us permanently in her world? Dependent on her for survival, maybe?

