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(+1)

I liked this a lot and played through a few times, trying to do better as my understanding grew.  I did spend my first play through figuring out the mechanics - specific monsters are only affected by specific weapons - but then I was fine. 

Some notes:

  • I have no idea why my game ended.  There was plenty of candy in the bowl.
  • I like that there was some weapon variety with the garlic, but would have liked each to have their own feel.  Maybe water gets dumped on the floor for 5 seconds and takes out any witches that walk into it?
  • I like that the different enemies have different speed, which gives some thought to prioritizing them.
  • I wasn't sure what was going on with the dropped candy - would be nice if I could pick it up and return it to the bowl.  Maybe not be able to attack while carrying candy?  Defeating an enemy at the door is almost pointless because the next monster will just pick it up and immediately escape.
  • I liked the room and ambiance - was appropriately dark but still visible.
  • Switching weapons was intuitive to me from other shooters, but it could be improved - maybe just overlay the number keybinding in the corner?
  • Identifying which monster went with which weapon took some trial and error.  Consider giving each weapon a background color and each monster under-lighting to make it more obvious.
  • Game over menu isn't capturing clicks, so clicking the buttons also attacks :p
  • I think the vampires need to go to the bathroom... And don't vampires sparkle these days?

Great job putting this together, looking forward to seeing more!

one more thing - enemies sometimes passed through furniture but not walls.  would be interesting if the ghosts could pass through things but not the others.  There's a free version of the A* pathfinding project that might be helpful!

Some excellent design feedback, thank you. Weapon variety is something I would like to play around with more. The pathfinding issues were likely issues with my settings, as I was using Unity's built in Nav Mesh system. I did most of my testing in a more open test level and only created the level in the house on the last day.