Skip to main content

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

WolfSpider60View game page

She lost her glasses. Then the fog rolled in. Survive 60 seconds of incremental horror action.
Submitted by PGSX - Strange⚡Boltz (@StrangeBoltz) — 1 day, 13 hours before the deadline
Rated by 9 people so far
Add to collection

Play game

WolfSpider60's itch.io page

Rate this game

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

How does your game interpret and use the Theme / Halloween?
it is spooky and has a monster spider and a cute pumpkin very horror aesthetic :)

Game Engine?

Unity

Game Engine / Tools (Other)?
Claude Code

Graphics & Audio: What did you create or use?

AI Art/Audio

Have you participated in a game jam before this one?

No

Roughly how much time did you spend developing? (in hours)
24

Anything else you'd like to share about your game or development process?
i really love halloween and this was a fun jam

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Had so much fun with this game! 😂🎃My fingers had a bit of a workout with the keyboard controls though haha. Customizable keys would be amazing! Also, does the glasses mechanic come back later? Just curious! And I'd love to see a few more surprises from those spiders 🕷️😂Seriously, great job! Really enjoyed it! played so many times haha~

We're in the jam too, so feel free to check out our game! Would love to hear what you think, and a rating would be much appreciated! 😄 Good luck to you guys! 🎮

Developer

Thank you so much for playing!! i am sorry about the bugs with the keyboard controls and the blurry glasses not resetting after each run.

I absolutely will take a look and rate you game. thanks for the comment.

Submitted(+1)

Limited time and health were just right. First I thought this is easy, but then SpiderWolf evolved and started to change attacks. Game is pretty solid. How much did you you Claude for coding? Graphics were good, but those were made by AI? Great game. I think that if this were made by all human coding and arts I would gladly pay for this game. Keep on coding

Developer (2 edits)

Hi friend, yes i am glad you enjoyed the pacing and gameplay flow. i used claude code + Unity CLI MCP , Fable 5.1 & Opus 5.5 helped me with the coding. i made this game in under 48 hours and had my agents assist with every step of the way. i did not manually write any code, i only wrote prompts to orchestrate everything.

The graphics were achieved through the prompt of:

key words: “animated juxtaposed stacked layered .svg “ this allowed for the 2d artwork to be animated and created through claude ai tools.

Thanks for sharing your perspective. where as i dont have funding to hire any artists and i have limited time to code i appreciate those who still strive to do so manually.

i started gamedev in 2020 and by then i had gotten into the ai beta testing scene early and that’s what gave me hope that gamedev could be accessible for me. Mainly the generating assets and code part. it made game design seem less tedious and more approachable.

Even though i use Ai, i have taken a video game design class and strive to learn as much as i can about the code and systems i put into my games. Thanks again for the kind comment and for trying out WolfSpider60

Submitted(+1)

I love art

Developer (2 edits)

i love that you love the art. it kind of reminds me of cult of the lamb or paper mario lol

Submitted(+1)

The 60 second nights felt tense right away, with the moth maiden carrying a lantern through fog, a prompt to find her glasses, and then a wolf spider duel with a dash out of the ring warning. The fog and lantern look is striking. My constructive note is that my first night ended lost in the fog without finding the glasses, so a slightly clearer direction to them would help first runs.

Developer

Thanks for giving my game a try. I think adding a directional arrow pointing towards the glasses could help and maybe i should ensure they cannot get lost behind a tree or other environment prop. thanks for enjoying the fog fluid simulation and other visuals, this was a fun project for me to work on and experiment with new visual styles. cheers ^_^

Submitted(+1)

This was excellent. I ended up playing for around an hour and a half, which probably says more about the core loop than anything else I could write here.

The combat feels extremely good, especially on controller. Once I switched over, the simple move / dodge / attack layout felt fast and natural. The spider’s attacks are also very readable: I could learn the landing circle and charge telegraphs, dodge them intentionally, and then move back in during the recovery window to punish. That telegraph -> dodge -> punish rhythm is probably the strongest part of the game.

I also really liked the progression system. Having your performance during the night feed into upgrades gives you a reason to keep replaying, and there are enough meaningful stats to let you noticeably change the character over time. I eventually filled the upgrade grid after somewhere around 35–40 nights.

That’s also roughly where I felt like I had reached the end of what the game currently had to teach me.

After learning the spider’s attacks, acid, and the smaller spiders, later nights mostly seemed to remix or increase the pressure of mechanics I already understood. The combat was still fun, but I wasn’t having to develop a new strategy anymore. If this were expanded, I’d love to see later nights introduce attacks or combinations that force the player to reconsider habits they’ve already developed rather than primarily adding more of the existing threats.

The glasses mechanic especially feels like an opportunity for that. The opening sequence where everything is blurry until you find them is memorable, but once I recovered my glasses they were basically permanent for the rest of the fight.

I kept expecting the spider to eventually gain an attack that could knock them off again.

I think that could become a really interesting combat state. If getting hit by a particular well-telegraphed attack knocked your glasses somewhere nearby, suddenly you would have to decide whether to recover them immediately or survive temporarily with reduced visibility while the spider is still attacking. It would take something that’s currently mostly an opening ritual and integrate it directly into the combat loop.

A couple smaller things I noticed:

  • The game plays wonderfully with a controller, but keyboard/menu navigation felt less complete. I couldn’t find a reliable keyboard/controller-style “back” action in some menus and occasionally had to reach for the mouse to click Back.

  • A few of the centered notification boxes also felt slightly disconnected from the otherwise very cohesive visual language, and the flame effect after defeating the spider looked a little different stylistically from the rest of the effects.

Those are small criticisms, though. Visually this is one of the strongest jam games I’ve played so far. The lighting, fog, character work, combat effects, silhouettes, and overall nighttime atmosphere feel remarkably cohesive. The audio supports it really well too.

And the theme integration is excellent. This isn’t just a Halloween-looking game. The lantern, darkness, limited visibility, giant spider, surviving the night, and waiting for sunrise are all part of how the game actually works.

Really impressive work for the jam window. There is already enough here that I stopped thinking of it as “a jam prototype” pretty quickly and just started playing it as a game.

Developer

First off thank you for enjoying the game enough to play for over an hour! that is really something wonderful to read.

I am a huge fan of using a gamepad controller so kudos to trying it out that way. i played it with my mobile iphone and used tilt controls too haha i try to make my game versatile.

i play a lot of darksouls games and i think telegraphing is very important in combat.

yes i am very happy you liked the upgrade sphere grid system. when the moth maiden is fully upgraded she is very quick.

yes this is a bug i experienced too where the glasses mechanic failed and the blurriness was no longer present in other nights. im sorry i didnt have enough time to fix this for the jam.

again very grateful for your heartfelt review. i will take these words of wisdom with me moving forward and aim to craft better combat systems and better UX Ui interfaces for easy back buttons and better keyboard controls. I love halloween so this was a blast to make.

Submitted(+1)

The art is realy god the spider looks scary.

Developer

Thank you for the kind comment, it was fun to make the spider, originally i wanted to make a wolf but it had too many legs so i just leaned into the spider look haha

Submitted (2 edits) (+1)
What I Liked

- The Idea had some good opportunity to evolve into something bigger
- The upgrade tree was super cool! I love the effort that was put into it

What I Disliked

- I feel like the gameplay was kinda lacking, the boss fight got quite repetitive after a bit, and you could literally walk in circles in the middle of the map
- There isn't really any story, its a little confusing. You just wake up with no glasses and have to run from a spider out of nowhere
- Honestly I hate the fact the art and audio is made by AI, disappointing...

Overall, I think the game is very visually appealing, I just wouldn't find myself playing it for more than 20 minutes. I think the game would benefit from some more gameplay and a purpose, like, why are we running from this spider?

Developer

i totally respect that you aren’t fond of the Ai art, and wanted to say thank you for playing my game. super happy you think the concept has some opportunity to evolve, that really gives me hope. i agree it got repetitive i will look into how i can spice up the combat moving forward. the story was something i came up with on a whim and totally agree it needed better cohesion.