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A jam submission

SHADOW MAKERView game page

Objects by day. Monsters by night.
Submitted by wakkin — 23 hours, 26 minutes before the deadline
Rated by 14 people so far
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SHADOW MAKER's itch.io page

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How does your game interpret and use the Theme / Halloween?
The monsters only exist at night. By day an umbrella is just an umbrella: only the moonlight from the window turns ordinary household things into shadows, and only in the dark do those shadows come alive and step out of the wall. Each night you have until dawn, because when the sun rises the shadows fade away. Halloween comes in through the seven classic monsters you summon (the Bat, Black Cat, Night Owl, Werewolf, Witch, Dracula and the Grim Reaper), each one built from things like a vase, a banana or a pair of scissors.

Game Engine?

Godot

Graphics & Audio: What did you create or use?

Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)
Assets (e.g. free or purchased assets used in the game)
AI Art/Audio

Have you participated in a game jam before this one?

Yes

Roughly how much time did you spend developing? (in hours)
30

Anything else you'd like to share about your game or development process?
Every target silhouette is rendered from a real solution with the same light-and-shadow model the player uses, so every night is solvable. The item and room pixel art, the music and most sound effects are generated in code; the material sounds (glass, metal, wood, cloth) are real recordings. Play with sound on!

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Comments

Submitted(+1)

Amazing game! Congratulations! I loved to see the matching of shadows. Congrats!

Submitted(+1)

EPIC! Making drawings come to life is such a cool idea

Submitted

actually a really polished game!

and this game idea is new to me, really fun to play, this a really great game

Submitted

Original idea, that fits very well into the theme ! 

Submitted(+1)

I played through five nights and had a good time with this. Turning ordinary props into Halloween characters through their shadows is a strong idea, and the presentation feels built around it from the start.

The mirror was the standout mechanic for me. Having a placement affect both the original shadow and its reflection changes how you think about building the silhouette. Moving the mirror and adjusting where the shapes separate or overlap felt like a meaningful development of the puzzle, rather than just another object to place.

I especially liked the artwork. The room, props, silhouettes, and monster designs all fit the shadow-puppetry idea really well. It’s a very cohesive presentation, the sound supports it nicely, and I didn’t encounter any bugs or errors during the nights I played.

It’s also a strong use of the theme. There’s something very fitting about an ordinary household object becoming a monster through its shadow, and having the player construct that transformation makes it more than just a Halloween visual treatment.

The main limitation for me was sustained engagement. I enjoyed figuring out the shapes, but by the fifth night the process of selecting, positioning, and adjusting pieces was starting to feel repetitive to me. I stopped there, so I can’t speak to the final two nights or the ending. That’s more a description of where my interest tapered off than a complaint about the controls or execution.

For any future expansion, the mirror is the kind of addition I’d be most interested in: something that makes me reconsider how to build the shadow, rather than simply giving me another silhouette to match. That was where the mechanics were most interesting to me.

Overall, this felt imaginative, polished, and carefully put together. The core idea has a clear identity, and the visual presentation does a particularly good job of bringing it to life.

Submitted

The shadow idea felt original, with Stage 1 of 7 as The Bat, a tray of objects to drag onto the floor and a tutorial explaining how shadows work. My umbrella's shadow missed the wall at first, which made the puzzle click once I moved it toward the middle. My constructive note is that the alignment was a little fiddly, so a clearer guide for lining the shadow up would help.

Submitted (1 edit)

I liked what you did with the art style in your game, all gets together really nice. and you really did captured the essence of the theme in everything, but the gameplay wasn't really engaging to me

Submitted(+1)

Turning everyday objects into shadow monsters is a clever take on the theme. The banana becoming the cat’s tail is a lovely touch!

Submitted(+1)

It’s a really fun and engaging game. I really liked the concept of having to use the right object, position it, and scale it up or down, it was great to play, and it turned out really well.

Submitted

The first twenty seconds of this are the cleanest onboarding I have seen in the jam. The target silhouette is drawn on the canvas as a dashed outline before I touch anything, the umbrella is already selected, and the line says 'drag the umbrella onto the floor'. Verb, object, destination, all in one sentence, and the outline shows me what success looks like without explaining the rules. That is the exact thing most entries get wrong. Small note: the stage header puts the timer bar left of the stage name where the eye goes to the big target panel first, so I found the clock late. Audio I could not judge in the browser, so I have left that criterion neutral rather than guess.

Submitted

very original concept and mechanics, its a shame that is too short