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Curtainfall's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Horror | #9 | 3.000 | 3.000 |
| Theme | #10 | 3.167 | 3.167 |
| Presentation | #11 | 3.833 | 3.833 |
| Overall | #12 | 3.000 | 3.000 |
| Creativity | #13 | 3.000 | 3.000 |
| Story | #14 | 2.667 | 2.667 |
| Gameplay | #14 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Theatre of the Grotesque?
I incorporated the Jam's theme into several narrative elements, such as the central theme: a grotesque circus/show where horrible things have happened, and the protagonist must escape the place and choose whether or not to free the tormented souls. I wasn't able to implement the narrative mechanics I had planned due to a lack of time and experience, but I tried to base the story around the central theme—the grotesque theater/show—even if it's not explicitly present in the gameplay. I made it more evident through the story’s text.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
The choice of animals as protagonists was inspired by the bonus challenge, which required characters wearing animal masks. Instead of using masks, I decided to incorporate anthropomorphic animals into the plot, with the protagonist being one of them.
Did you create your game in RPG Maker?
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Comments
As a huge Undertale fan, I was looking forward to trying this game.
However, as harsh as it may sound, I must say I was dissapointed in many ways.
Before I continue, I want to say that the graphics are phenomenal. The pixel art in every sprite is super well done! And it's clearly the strongest point of the game.
Everything else though, not so much...
The main issue here is that there is basically no gameplay at all, it's all just walking and reading text. No combat, or events take place anywhere except for ONE puzzle that's very inconsequential and you can beat 1st try.
The second biggest issue is the writing, it starts by unpacking a huge load of information that becomes irrelevant (aside from being the main character's back story) right after leaving the house at the beginning, to then try to give some semblance of lore about the circus we're in, without explaining anything of it, to then an ending that feels empty and meaningless. It's like the story is trying to tell itself as fast as possible without even taking a moment to explain itself, it all feels disjointed and rushed.
This problem is only worsened by the lack of save points, really long sets of dialogues that you can accidentally trigger twice (having to manually skip them all over again), missing dialogues with place holders in it, and grammar mistakes.
In terms of theme, aside from the clown character (who only appears once if you fail the puzzle) and the curtains, there's nothing else resembling a circus, and we can only tell because the game tells us we're supposed to be in one.
And lastly, while I appreciate the Undertale aesthetics and the few references in the game, it draws parallels to the point where if feels like an undertale fangame rather than it's own thing, which takes away from the experience a lot because it doesn't necessarily contain any of the characteristics of UT.
I understand time constraints and lack of experience can be a lot to deal with, but they are hurdles that you can always overcome eventually!
I'm sure your next project will turn out much better!
I really dig the looks of this one, really close to undertale! The heart at the end was probably my favourite sprite of the game, it looks super detailed.
The gameplay is good overall, tho I wish there was something I could interact with for puzzles, but with time constraints things not always go as planned which be understandable.
The story felt a bit disjointed, you had the whole thing of the abusive step dad and the main characters mom death, and you had the circus, but I felt the bridge between both was kinda missing, I think if you can figure that out it could be interesting.
The dialogue sometimes felt a bit stretched, tho it was only in some occasions. Super nice the house having lots of descriptions with the main character telling what they think about the things and what it reminds them of, I'm a player who likes to interact with every fricking thing on the map, so this pleased me a lot.
When it comes to technical aspects, the game works pretty well overall, only had some weird collisions in some places, and I sometimes felt the player character was a bit too slow, or maybe the maps were too big, ain't sure.
I liked the idea of having to free imprisoned souls of the circus to get a good ending, if you add an extra layer of gameplay to the whole opening big chest thing, like maybe having to find some item or do a small minigame, I think it be good!
Music overall was fitting, I liked the one that played inside the circus, set the mood right!
Overall, it was good, I enjoyed it!
I want to start by saying that I found the concept interesting and the circus characters creepy and disturbing (in a good way), I understand this is a work in progress but would love to have seen more of them and the circus.
It was very easy to spot the big influence of Undertale (it's a very big inspiration for me too), but at some point it stopped feeling like the game that had nods to Undertale and more of a "fangame" with too many references like the save points which felt a bit out of place with everything else.
I believe you have a lot of original concepts and visuals to make it stand out without the need of getting so much inspiration from Undertale, the circus creatures are so cool, the protagonist is very cute and most of the hambiances were very creepy even if nothing happened.
Also I don't know if it's a bug but I couldn't make the menu work, and the save points did nothing when I tried interacting with them, I don't know if it's more of an auto save thing.
If you go back to fully develop it I'll be sure to check it out again!
Hey there! First of all, I want to thank you for your feedback — it’s incredibly rewarding to read such thoughtful and kind reviews like yours. I agree with every point you mentioned, especially about the save system. Unfortunately, due to time constraints, I wasn’t able to fully develop a complete save feature.
You also made a very valid point about the visual style of the save system — I realize now that I could’ve taken a more creative approach instead of borrowing so heavily from Undertale. The truth is, I was so focused on the story and visuals in general that I ended up letting some aspects slide, and the save system was one of them.
Since I had never attempted something like this before, I didn’t want to risk running out of time by diving too deep into features I wasn’t confident about yet. But yes, I do plan to release future updates — and especially a full remake of the game — using all the feedback I’ve received to improve it both narratively and mechanically.
I’m really happy to hear you enjoyed the visual side of the game. I put a lot of effort into creating a tense atmosphere, even though it's essentially a walking simulator. I also did my best with the dialogue, aiming to make it as immersive as possible within my limitations.
Thanks again for playing and for taking the time to share your thoughts!
Great style and execution of the game's presentation. I am going to guess it is inspired by a popular game I've not played or seen, but I could be wrong on that. If so, please let me know because I'd be interested to try that if it is like this since I really enjoyed this nicely constructed little game you made here.
The writing's top draw and actually quite deceptively deep. I found I was paying keen attention to every word these grotesqueries muttered, so good job with the narrative.
One thing that did slightly bug me was I feel I, as the player could have benefitted from some feedback when interacting with the shinies. At first I thought they were items, but when I tried everything and got no feedback I gave up on them not being important/needed. Turns out they are not loot/items as I figured but actually save points. Would have loved to have known this prior, but I may guess that this was an intentional design choice on your part to conform with a game's style and vibe. Like I say, it is only a guess, but if you did that to appeal to players of another game or whatever they will love it but it will fall flat and baffle players who have not played the game it taking the inspiration from. Please feel free to correct me on it or give your own insight on that.
Overall really impressive and cool game. I played 'til the end, had me completely hooked.
Hey there!
I'm really happy to see the positive reception Curtainfall has been getting—it genuinely excites me to refine all the concepts I explored in this version of the game.
When it comes to the game itself, I drew a lot of inspiration from Undertale, both in terms of core mechanics and the pixel art style. Even with the limited time I had, I managed to deliver a small, chaotic story about this mysterious circus.
The original plan included more elaborate puzzles and a chase sequence involving the player, but due to the lack of time and experience, I couldn’t bring those ideas to life in the final version. Unfortunately, that also affected other aspects of the project—like the save system, which ended up a bit confusing and definitely needed more polish. Ideally, I would have added clearer visual cues or a better menu explanation to help players understand how it works.
I also wish I had been able to implement more visual guidance throughout the game, but again, time and experience were big limiting factors.
Still, I'm incredibly happy that none of these issues ruined the overall experience and that the story resonated with players. Comments like yours mean a lot to me—they fuel my motivation to keep going on this game dev journey.
There are many more projects to come, including a full remake of Curtainfall, where I plan to fix all the current issues and expand the lore even further.
Thank you so much for the amazing review and your support—it truly means the world. Big hug!