Ah voilà le 2 ! Je l’ai terminé il y a justement 2 jours. Effectivement plus complet que le 1 et reprend plein de code qu’on aime bien, toujours avec le même humour décalé. xD Le système de shlags est vraiment cool même si forcément, qui dit rpg dit équilibrage dur à faire, et ben franchement pour un solo dev je trouve que l’équilibrage est pas si raté que ça. Même si on peut trouver de manière de faire, ça reste quand même fiable. Même dans la dernière partie du jeu on peut se faire surprendre. Après on va pas se mentir, le plaisir du jeu réside dans son “lore” et son humour surtout (en tout cas pour moi). Je prend toujours plaisir à découvrir les nouveaux mobs barrés. Je conseil encore plus que le 1 !
Magic Hat
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J’ai eu l’occasion de faire le jeu avant qu’il ne soit publié sur Itchio, et j’adore l’humour décalé, le côté pas pris au sérieux, et la DA qui semble banal rend finalement étrangement bien par rapport à l’univers du jeu.
Je sais qu’il y a GaRPG 2 que j’ai pu faire aussi, encore mieux car ça reprend encore plus de code JRPG, qui devrait surement être publié ici bientôt logiquement.
Bref je vous le conseil, surtout si comme l’auteur vous aimez le JRPG et l’humour absurde !
The story is pretty nice, and the battle music makes me uncomfortable: sometimes it sounds like a squeaky toy, as if it were a teddy bear.
I especially like the “Life ender” magic skill !
A nice improvement would be to be able to check your status during combat to see the buff or debuff effects applied to your character.
Well done!
It’s important to note that I’m not usually a fan of point-and-click games. That said, I got caught up in the atmosphere and design (and I was interested in the game’s message), and I found myself drawn in, caught up in the tension that builds… and I had a great time!
I just had a little trouble with the maps at first.
So I think it’s a success, well done!
I’m sorry, I had trouble progressing despite the instructions. I feel like LMB wasn’t always working. I really wanted to see the monster!
The atmosphere is great. I love it when it takes place in caves. The sound of the heartbeat is perhaps a little too loud, in my opinion.
I really like the idea of having to manage your rope, I think it’s original.
Well done on your first jam!!
Artistically excellent, I also love the party members… their look and their strange idle animation, brrr! Having to keep my eyes open and having to do it with chopsticks made me laugh a lot!
I was running around so much that I couldn’t tell if the mirror was actually working or not, I didn’t manage to see a monster in it, but I understood and loved the idea immediately.
Well done!
I wanted to try it because your game also explores the theme of streaming, like our submission, and yours does it really well by putting you in the streamer’s shoes.
Seeing Moth react to the actions in the game is a very nice touch, and the chat is dynamic depending on what’s happening: it feels so real!
I really love the way the game unfolds, the fourth wall breaks in the game itself are great. I really enjoyed it from start to finish.
Well done!
I had to download the Windows version to test it. The web version worked, but I couldn’t see or move my character when I launched it.
The atmosphere is there, but I find that the AI generation distorts the work and the consistency of the visuals. Even though I fully understand the reasons for its use, especially when working alone.
Read the logs!! Haha, this game is very oppressive, but personally, the mechanics (which, by the way, are very cool) of scaring them away with an action based on their type conditioned my brain so much in its execution that my fear subsided a little.
The first creature to kill me was the spider. But I defended myself properly the next time!
The work on the atmosphere and the side computer is pretty nice; you can tell you’ve put a lot of care into your game.
Well done!
I enjoyed the story and the atmosphere. The fact that the rooms are rather empty and contain only the essentials for the story suggests that the man is indeed in a “dream” fueled by his past, consumed by guilt.
I didn’t enjoy the lowered/raised camera angle quite as much, even though the idea is original.
Well done!
A very cute and satisfying game!
Not too hard, but not super easy either. I like the mechanics of using the hammer to break vases; there’s something very satisfying and rewarding about it: as soon as I spotted a hammer, I knew a vase wasn’t far away!
Graphically and musically, it’s very pleasant. The cozy atmosphere matches the genre of the game perfectly.
I also loved the easter eggs scattered around the map. :)
Well done!

The game is very smooth.
I loved the way we control the bowling balls; it’s very fluid, even if it is difficult. Yes, I threw my balls all over the room before gradually managing to aim at the lane. In fact, the left-right direction seems very sensitive, or maybe there’s something I’m doing wrong.
The effects on the balls are original, I found it fun even though I didn’t quite understand what the tickets were for.
The scary pins…!
Well done!
Okay, the staging and the chase scenes are the game’s strong points! Having access to so many paths (or feeling like I did) from the start threw me off a bit, haha.
This method of movement for the woman… guaranteed effect!
I found myself looking behind me (inevitably), and not seeing her anymore. And that’s bloodcurdling, haha.
Well done!
Raaah, I’m stuck on level 3, but I’ll get there!
The difficulty increases rapidly, but I think it’s well done. Then, with practice, you’ll be able to succeed. Whether it’s picking up branches (not corrupt branch…), monsters on the ground or in the air, each feature adds a welcome complexity: it’s hard, but I want to succeed, to try again, because I feel like I’m improving.
There is also a lot of work being done on the art. The background is evolving, for example.
I really like how the two bullets reload automatically. It’s useful, but also something you have to manage, like the traps. In fact, I can stack traps on top of each other. Maybe you could make it so that a trap stacked on top of another trap will also be consumed? To avoid just spamming traps near the fire, but to push players who manage their traps well to place them further apart to maintain their effectiveness?
Adding mouse aiming would change the dynamics of the game, I think. But I wouldn’t be against it.
Well done!
I love the context of the game haha. It’s interesting to have to build your own path using randomly generated tiles (I restarted the game a few times to get a good starting deck).
I didn’t like having to “load” dynamic elements such as the scarecrow and the cauldron, which I think require too much attention, whereas in tower defense games of this kind, I like to be able to admire the results of my defense.
At one point, while setting up my initial defense, I discarded too many tiles that didn’t interest me, and I found myself stuck. Maybe there could be a little algorithm to ensure that you can always connect the two ends, otherwise it’s game over?
Well done!
It was difficult for me to control my broom at first. I realised that there were two sources of input, one for steering and the other for rotation. I eventually managed to stabilise the controls. It’s a bit daunting, but in a way, it really reminds me that learning to control your broom is an art!
I loved this little dynamic menu based on the current menu, and the end of the race with the intention of having our boom controlled by a bot.
The idea of being restricted to a tunnel but sometimes opening up to a large area is very cool! For example, the ‘tunnelling’ phases could be for pure speed and control, and the more open phases for shortcuts/exploring beautiful environments.
Here is my best lap with Pinky and pink broom:

Well, I see a very original game, with a very heavy musical and artistic atmosphere. It wasn’t easy to explore this subject, and in my opinion, you’ve succeeded. The mechanics that form the lever to change the outcome of the story are very clever.
In terms of improvements, it would be nice to be able to read the old text via a history function, for example.
Well done!
I’m still progressing through the difficult mode (I saved to continue later), but here’s my opinion so far:
The atmosphere is perfect, reminiscent of Amnesia. I love the post-process filter! There are lots of locked doors, which lead to lots of objectives, and my screen is filled with quests on the left. Doors that respond to physics can be “forced” open (for the sake of progress, I wait until I have the right key).
The voice acting is great!
Well done so far… because I haven’t finished the game yet!
I absolutely loved it! I’m not going to say it again, but I can’t wait for you to add checkpoints haha. :p
Sometimes the adds that appear when enemies die don’t move. Not that I mind, mind you!
The randomness of the loot is very welcome, and being able to see everything without the “fog of war” doesn’t bother me. On the contrary, it makes me want to keep progressing to reach those places. And it allows me to better appreciate the overall environment. Anyway, that’s just my personal opinion.
Well done!
I really enjoyed the experience: clicking on the cat, the cockroaches, and other items such as newspapers.
I also loved seeing how the environment changed depending on the choices I made. For example, I received a good meal and a superb bone.
Being in the ghost’s place means seeing everything from the most adorable requests to the most shocking ones: humans reveal themselves without barriers here.
I ended up in hell, like many others, I’m sure. I wonder if we can get to heaven by helping absolutely everyone without taking sides, just fulfilling our role.
The artistic and musical atmosphere is really great. I’m not a big reader in games, basically, and yet I was curious to find out more!
I enjoyed being able to move around at the end, and the effect on the walls…!
At any moment, I expected to see something… but everything was “subtle,” almost everything was calm from beginning to end, it sends chills down your spine. No screams, no faces, just a cold ending for our character.
Well done!
It may seem like a minor detail, but I liked having a dynamic title screen at the beginning. I also like the overall effect on the environment, which is a bit psychedelic. I often turned off my torch just to let myself be captivated by this effect around me.
I got the neutral ending, so I don’t know the truth yet… but wait until I start again…
Well done!








