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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 5 people so far
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WolfSpider60's itch.io page

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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

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Comments

Submitted

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.

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.

Submitted(+1)

The art is realy god the spider looks scary.

Submitted (1 edit) (+1)
What I Liked

- I really liked the art style, it was incredible that this was made in 4 days!
- 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

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?