The dialogue and voice acting gave this a lot of personality. The humor reminded me of that older Adult Swim era with Aqua Teen Hunger Force, Squidbillies, and Robot Chicken.
The exaggerated voices really sold those conversations. The roughness of the performances felt like part of the joke to me, and the visual style and music suited that tone well.
I thought the first half was the strongest part of the gameplay. Working out how to get past the guards within those short possession windows gave me something to think about. There were children I wanted to possess who were already inside a guard’s detection range, so reaching them safely was a challenge.
That made the candy ability sound particularly useful when it was introduced at the halfway checkpoint. Being able to lure a child out of a guarded area seemed like a good addition to the possession mechanic.
Once I had it, though, the remaining encounters felt much easier. The guards were easier to get around, and I finished the second half without using the candy lure or trick-or-treating at a house. Even the final collection objective was straightforward. I moved the children back in stages around the possession cooldowns, and that was enough to complete it.
I’d like to see the encounters after that checkpoint give the candy ability more of a role. For example, placing a child inside a guarded area just after the conversation would give me an immediate reason to lure them somewhere safer. Later encounters could then build on combining that lure with the limited possession time.
The first half had me paying attention to positions and timing, and I wanted that challenge to develop alongside the new abilities. The characters and conversations kept me entertained through the ending, but the later level design was where the experience lost some momentum for me.