Thank you very much for playing!
Vin
Creator of
Recent community posts
Ahh I see, thanks for the clarification. Overall, I think the game has potential. It’s basically Werewolf but single player and we know that that game is very successful. I think your biggest issue is communication to the player (for example I also wouldn’t have known how to continue if the other commenter didn’t mention how they got stuck, since the blue hyperlink appearing ABOVE the submit button and it not being a button didn’t make me think i could click on it. My other questions in this thread should also give you an idea of what I was confused by). I can see you put in a lot of work into making cards and the voting system. You should be proud of what you have made :)
Don’t worry about the bugs, as you grow over time, you will learn not only how to identify bugs faster, but also how to organize your code to make it less likely that you’ll get bugs in the first place. Keep at it and I’m excited to see your submission next year!
I love the level of polish you have in this game. I also appreciate that you can either move with arrow keys or by simply pointing and clicking. Since it's a story game, I'll give some tips about that. Feel free to take it with a grain of salt as everyone has different preferences!
I don't think you need to hold the players hand as much when conveying the mystery of the story. You can trust the player to be curious. For example, when you find the "dont trust them" tape, I don't think it's necessary to write "don't trust who?" or anything like that because the player is already asking those questions.
I didn't fully understand why the hospital was untrusworthy/unsafe. Some cutscenes made it sound like there was something really messed up going on, but then you just... wake up and everything is normal? Perhapse I missed something in which please tell me so I can revisit it.
Overall, I had a good time. It had more content than I was expecting. I liked the art and the sound effects a lot as well. Great job!
This was cute! I like how even though the game itself is simple and easy to understand, there is still a clear game loop. I would usually have some pumpkins ready by the time I placed my decorations, so I just went continuously back and forth as the days went on. Also I disagree with the other commentor I thought doing the planting was satisfying.
Unfortrunately, I couldn't figure out how to do any crafting as stated in the description.
I would recommend a way for players to showcase their decorations (maybe allow zooming out so they can take screenshots?).
Nice game! Good job
It seems players will require an android emulator to play your game. If this was your intention, I think you should make it clearer in the description.
Since I don't own an Android and am playing on PC, I downloaded Bluestacks to run it. Once I got it open, it runs perfectly fine. I think if you can, you should make a .exe version so people can have easier access on PC.
As for the game itself, I like the visuals and the effects. You say in your description that its AI powered, do you mean the client in the game is AI? If thats the case then thats sick! Also I couldn't check if my app really did vanish after playing due to the whole Bluestacks thing, but if that is something you implemented then thats really cool!
I think if you are going to invest as much time as you did into having a bunch of cool variations in playthroughs, you could probably do more than 3 endings as well as that would be a huge selling point to it. In terms of gameplay, I would have preferred more choices before the end.
Nice work!
First jump scare got me! I think the first half of the game was spookier than the second one but I can't really explain why. I think it was the repetitive nature and the day system which made me on edge when something scary hasn't happened in a while.
In terms of improvement, I think you could have stuck with one or the other room type since the swap to the white one was pretty jarring. I think you could have built up more levels of the red room one and made it so that every day you had to go further and further or smthg. Also, in the second phase, I only got past it by luck from button smashing bcs I didn't know a sprint existed.
Overall your atmosphere was rly well done. The flickering lights and many shadows made me always worried smthg was going to jump out at me. Good job!
Cute game! There are some bugs which made me have to refresh a couple times (when you return to main menu and play again, no customers appear, and also another commentor mentioned the freezing bug). The aesthetics and music are very relaxing, while still matching the spooky vibe of the jam. the typing mechanic is fun too. Nice work!
Hi! Thank you for playing and leaving feedback, it’s much appreciated.
Figuring out the Mothman mechanics is a key part of the gameplay (though it’s our fault for not making that clearer).
As a tip: The game heavily relies on audio cues (the specifics for which are detailed in the book) and matching sounds to rooms. Also the book includes several other hints beyond that on how mothman behaves.
Let me know if you decide to play again and have some trouble still, i’d be happy to help out :)
Thank you for your feedback. Nametags on the doors is a fantastic idea.
Regarding knowing where Mothman is, the game heavily relies on audio cues (the specifics for which are detailed in the book) and matching sounds to rooms. I understand if that was easy to miss though as there’s a fair amount of text to read.
The flashlight should always blink when he is nearby. I will keep an eye out for potential bugs but I think you might have been walking into rooms Mothman was already in and then got caught and just missed the blinking because you were moving quickly (audio cues would help a lot there).
Anyway, thank you very much for playing. Your feedback is very helpful and I wish you a lovely rest of your jam.
Your level design is very good. I like how your puzzles teach a mechanic and then immediately reinforce them. And your music and sound effects match the game. My only complaint is the controls. On a precision platformer game like this, having loose controls makes it feel bad when you lose. For example, level 4 took me ages even though I figured out the actual puzzle quite quickly, simply because I kept slipping off the platforms. Overall, good submission!
Your level of polish for this game is simply stunning. You wouldn't know that this was thrown together in a week. I've never used RenPy but it looks like a great way to express your creativity.
Your art is beautiful and the music/sound effects are wonderfully varied. I played twice, once got the disaster ending and then the golden ending. Honestly my favourite line was Emily randomly talking about dropping a watermelon in the grocery store whilst in the middle of a crisis. If I had to give any kind of critizism, it would be to reduce some of the lengths of the conversations. They're cute and funny, but sometimes they dragged on and I wanted to just get to a choice.
Though its not my go-to genre, this was a refreshhingly different from all the other games I've encountered so far. Great job!
Hi! I like the fnaf style you've got going. Your sounds are very creepy and I like how you can see Gerald sneak up on you. I am however a little bit confused on what to do. I see there are some tips after I die, like looking for batteries and such, but I don't understand what aggros Gerald and what doesn't. A little clarification would be nice and then I'll try to beat it again!
Wow that was quite creative. I love how there are so many variations on the levels. I liked the one level where you have to bait the enemy to the hallway you're in before going for the pickup. The music is spooky and fits very well. I also think the way you did the credits was very clever. Awesome stuff!
It's cool to see a game that wasn't made with a game engine like Unity or Godot. I died super fast on my first run haha but then I went through and explored every option just to see everything. I love the little twist when you get out at the end too. I wish there was a little more to explore but it is a game jam so I get it. The artwork is beautiful by the way. Great job!
Yooo I loved this!
I think your game design was flawless because I felt like I was playing a path laid out for me the entire time. For reasons I won’t spoil for others, upon finishing the game (3 good candies by the way hehe) I immediately realized I missed some stuff and played again. Took me a bit of time because I wandered around for longer than necessary, but I managed to get the second ending as well. I loved how the second playthrough introduces more lore and depth (and also that we get to see that you randomized the good/bad houses). When I completed the game I felt like I played the absolutely intended play through, so honestly great job! (Did I miss anything else?)
As a side bonus, you got me feeling dread/horror TWICE (it was at both endings) so that was awesome.
10/10 stuff. You really showed how you can make a great horror game that’s short and sweet (pun intended). Congrats!
Hey BYTESIZED games! My team and I are excited to show our creation :)
Here it is: https://vin-games.itch.io/midnight-meeting
Thanks in advance, and please let us know what you think! When is your stream?
Finally got it after many tries. I tried to win by considering all the cards and building synergies but truthfully it's just too difficult to get further than level 9 with that.
My strategy for winning was to get a Walky Talkies in the early game and then hard commit on getting Gold Mines and building up my ore and score collection and pretty much nothing else.
Very good job, I can see you're actively working on it and I'm excited to come back a little later when it's more balanced.
Unfortunately I don’t have proof but it took me a very very many runs to get it because you need to get lucky a lot for chests and scrolls.
Also, I think you misunderstood my comment. I definitely used the lovers to clear the board but only after I killed the dragon and got the first three achievements.
I will say I spent over an hour on that one run because, especially at the end when I didn’t have a lot of hearts, I would patiently do test cases. Basically, I’d use the book and come up with all the combinations of leftover creatures within a given area (say a 2 by 2) to see which would contradict the board. That helped me progress quite a few times. And I was lucky enough to have enough coins to reset after killing the dragon, so clearing the board was trivial after that bcs I still had R&J.
Woooo i just managed to do the following:
Kill the dragon without touching the dragon egg or killing any rats (including the rat king) nor romeo and juliet (so basically 3/4 achievements) then after i killed the dragon i proceeded to clear the board.
sucks that it didn’t say at the end that i got all 4 achievements in that one game but it still felt great completing that!
Finally got all three of these achievements in one go!!
I wish I could get the achievement and then go back because I would also have been able to clear the board and it would have been really satisfying to get all 4 at once.
Also I’m pretty sure for the rat pacifist, killing the rat king doesn’t stop you from getting the achievement (I challenged myself to not kill him in this run) which is counter intuitive imo.







