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A jam submission

The Cackle HouseView game page

Trick-or-treat at the wrong house and you will need to fight for every piece of candy.
Submitted by jrm250 — 1 hour, 51 minutes before the deadline
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The Cackle House's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Enjoyment#173.0913.091
AI Direction & Adaptability#173.1823.182
Theme Fidelity & Creativity#203.1823.182
Production Velocity#202.9092.909

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
Remembering to unload vRam before switching between the coding agent and image generator.

AI Tools Used
Fully local Qwen3.8 27B, Qwen Image 2.1, and MiniMax Music 3

Areas Where AI Was Used
Image, sound, and code.

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Comments

Host

This is a really exciting game!!

I had a blast playing it with all the different characters.

Maybe it's just an optical illusion caused by the graphics, but looking at the attached screenshot, I felt something was off about the fact that the player can't go any higher than where they're standing.


I was taking a screenshot to report this when I ended up getting a “Game Over,” so I'll play again💦

I had a really fun time playing. 🙂

Submitted

It’s great that there are so many different types of characters and enemies.

I think it would be even more fun if you leveraged that variety to give them more distinct characteristics—such as differences in projectile trajectories, range, and durability.

I really like the inclusion of a story, multiple stages, and upgrade mechanics.

Also, the zombie character is adorable!

Submitted

Oh, also, the invisible walls in the final dungeon bothered me a bit.

Submitted

Well done. Competition for my game, which is a top down as well. The waves went super quick. I dig the art. The music was the best part.

Submitted

Fun game! It didn’t hold my attention for too long though — the waves start blending together after a while, and I see from the comments I’m not the only one who felt that. That said, it was still decently fun while it lasted.

Also, I have to ask: why the Hulk? 🎃 I wasn’t expecting him at all, and now I need to know. Nice work!

Submitted

I had a lot of fun playing it. The wave-based format was very straightforward, and I liked the roguelike elements added to it.

I reached Stage 4, but the gameplay felt a little repetitive by then, so I ended up stopping before Stage 5—my apologies! I didn't know there were only 5 stages. Adding more variation—such as enemies shooting projectiles or letting players reflect attacks—might make the gameplay feel more dynamic.

Additionally, maxing out upgrades to Level 10 made the game almost too easy unless you happen to take hit.

Also, I noticed two potential bugs:

  1. In the first WAVE after moving to a "NEXT STAGE," character upgrades seem to revert to their initial values. I noticed this because after clearing WAVE 1, the upgrades were restored.
  2. On the STAGE CLEAR screen, left and right clicks remain responsive. While left-click is fine, right-clicking accidentally consumes pumpkins, which are valuable weapons in the game.

I thought the theme was very interesting. Great work on the project!

after I clicked next stage button, this screen is HP100.initial status.



its candy shop.. I can click LMB or RMB... 

Submitted

Its funny at the beginning of the travel, but as long you play its, (not the same), but similar experience, I think the game would be better with some shaders, and the mechanics are simple, that's good, but they are always the same, i got bored time later, but its playable and enjoyable for a game jam in 72 hours!

Some key points are the backgrounds, they doesn't have the right collisions, and the camera movement are not so good, but it still makes the main function of focus on the player, and the zoom its a really good feature.

I think if you improve the animations and background collisions, this can be a full game and a really good game.

(I'm sorry if my English is bad, i speak Spanish)

Submitted

It was fun to play at first, but as the levels increased, the enemy's behavior patterns and our attack patterns didn't change much, and I found it boring in the later stages. It might have been better to add more variety to the stages, or conversely, reduce the number of stages and make it more like a mini-game.

I also didn't like that you could move over background images that didn't seem traversable.

(This is a machine translation)