Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Pascakk

24
Posts
A member registered 37 days ago · View creator page →

Creator of

Recent community posts

After entering the second screen. There is a line of dialog sawing you can turn, switches on and off but I couldn't move

(2 edits)

Very smooth and nice to play. Only letdown is the absence of dynamic arc torchlight system. Scanning the screen (even through walls) to spot ennemies feels wieird. But I see how time was short to implement it. Very good game overall.

You're right on your analysis. The full rng-based gameplay isn't true to the original vision but we had to cut corner due to poor planning and lack of time. I sure hope to improve those aspects in the future. Thanks for your feedback !

Thanks for the review !

Your experience describes exactly what I hoped this demo would feel like. That makes me happy.

The menu bug is now fixed. But you didn't miss anything it contains mainly the settings.

(2 edits)

Thanks for that video feedback, it is really useful.

Here are my notes :

- You actually missed most of the content because you always had the piece of candy you needed already.

- The dialogues taking input priority screwed you up a few times.

- The candies are a pain to pickup (that's a feature at this point

Had to rely on RNG because time was too short to implement the full crafting mechanics... Maybe in the full game one day

(1 edit)

The narrowness of the demands and interactions with visitors is honestly a time frame issue. We had something much bigger in mind of course. I agree with the clunky pointer but at this point it's a feature., the guy has numb fingers from the blood loss

trick or treats indeed

aha, a little unexpected hommage to our lord Godot

M or escape should open the menu, maybe it's a keyboard localisation kind of bug ? The physics were tough to implement... 2.5D is always a headache 

Yeah so, I meant that the aiming system feels weird because the projectile doesn't "inherit" inertia, starts from the pumpkin's potion and flies straight to one of the cardinal directions. It makes it hard to hit enemies that just run towards you in a straight line. I feel pushed to make large evasion patterns just so that the ennemy will align with a direction I can hit from. I think most of that feeling would be nullified by a more complex enemy movement or being able to shoot where the mouse pointer is.

I'll play it again in when I get home and give you better feedback 

Fun concept !
I didn't get very far. It's been hard to understand the movement mechanics (relative to mouse position ?) It feels kinda bad and unintuitive.

I've tried throwing stuff around. To try and damage dogs at first, then to distract them but one mistanke and you're dead. At the end I felt like the most optimised way to progress is just to walk backwards to avoid using lateral movement keys and punching dogs as they get close.

Hi there, I've had a really hard time figuring out the controls due to the lack of visual feedback on most actions. I didn't get what the beep meants. Some fun endings, good potential !

The render is very nicely done. Immersive ambience.

I couldn't go very far because I didn't see much, the torch takes half the screen and themouse controls are desynced on web (no fullscreen)

keep it up !

Made me smile, thanks :) I love my piggies well fed !

Very creepy. Couldn't figure out at first when the horn sound came from (horn from hovering gas). Typing words each time felt a bit tedious. Very nice job y'all.

Very cool atmosphere. A bit too dark on my screen (could use luminosity option). Couldn't figure out what contents was asked on the plates and what happens when I deliver. Could use visual feedback for the items about to be picked up/dropped. Cool game !

(1 edit)

Cool idea ! I get why you added the respawn feature. Would love to be able to control the head a little.

Very sweet ! sadly I couldn't scream while testing so I couldn't get the intended experience.

Nice job ! A few tweaks on the controls could make this very addictive.

Bug report ? can't move after entering second screen (end of dialogue)