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How does your game interpret and use the Theme / Halloween?
The monster in our game roams different neighborhoods and attacks people only at night. It steal their head and skin so they can impersonate the victium during the day to avoid suspicion. As such, the daytime phase consists of exploration and info gathering while the night phase is when players use that information to decide who to open the door for.
Game Engine?
Graphics & Audio: What did you create or use?
Have you participated in a game jam before this one?
Roughly how much time did you spend developing? (in hours)
35ish? That's a super rough estimate. There's 4 of us and no one kept track of time. Sometimes it was brainstorming and planning. We also had a lot more git problems than the average team which took MANY hours to solve.
Anything else you'd like to share about your game or development process?
The game:
This is a story-based game about handing out candy with 3 endings based on who you open your doors to.
Developement:
This is the first time most of us worked in a team. Two programmers ended up resulting in a LOT of git conflicts and bugs. Many of the team members are short on time so we thought doing a mostly story game wouldn't take too long but boy were we wrong. I guess it's part of the game jam overscoping curse. We didn't get to focus on the story nearly as much as we'd like. Some parts are half-baked and my laptop in particular wouldn't render some things correctly while another computer ran it just fine. A bad git push deleted a large section of our project and it was such a mess to recover (like 4 hours down the drain?). We're definitely better with git and github now after all that fiasco.
Claude AI was used for git, modifying a plugin, and debugging. The art, sound, writing, and rest of code was human made.
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Comments
The character art during the nighttime visits was the highlight for me. The pixel-art views through the peephole looked excellent, and the illustrated portraits after opening the door were really well done.
I also liked the different text sounds. Using the news-style beeps for broadcasts and typewriter sounds for regular conversations made those two kinds of information immediately distinguishable. That was a thoughtful detail.
I played twice and took notes on what the characters said about themselves and each other. I was looking for contradictions and trying to use those conversations to decide whom I should trust when they came to the door.
Where I struggled was connecting that information to the outcome.
One of the final reports pointed toward someone whose involvement I hadn’t been able to piece together from the earlier conversations. I couldn’t tell which details I had misunderstood or what evidence was meant to lead me there. How are those conversations intended to connect to the final reveal? Some explanation at the conclusion would help me understand the reasoning and what my choices affected.
The daytime conversations and nighttime visits also felt a little disconnected.
After speaking to people around town, some of the later interactions felt like I was meeting them for the first time. A recognizable character detail or a brief acknowledgment of our earlier conversation could help connect those scenes. The door artwork made such a strong impression that I wanted more of that character identity to carry through the exploration section.
Both outcomes I reached also left me on a black or red screen with the music continuing. I was unsure whether I had reached the end or whether something else was supposed to happen. An explicit ending screen with a brief resolution and a replay or main-menu option would give the experience a clearer finish.
I was willing to investigate and compare what people told me, but I wanted a stronger sense that those discoveries were helping me make informed decisions at the door. That connection would have helped me stay more invested in the mystery.
The contrast between that grim news bulletin and the little green-roofed house is kinda great. The whole idea of using a daytime walk to figure out which Halloween visitors to trust makes me want to pay attention to the neighbors.
One thing from the browser build: part of the coroner's report spilled off both sides of the dialogue box for me. Since that's where we're getting clues I'd cap the box width and wrap long lines. The “enter your house?” prompt could also say “look around first” instead of “no” so it's clear you can go talk to people before starting the night.
Nina, Brandon, Zoe and Daedalus, if any of you have a spare minute I'd be curious what each of you thinks of purr or treat: the midnight reef. Give it a try and leave your own jam rating and feedback if you can.
It was a fun expiriance playing through the game. The pixel art was charming and the audio was fitting. All in all good job with your entry!
The news report sets up an interesting mystery! The opening felt quite text-heavy to me—shorter dialogue and more visual storytelling would help the pacing. The music felt a little unusual for the mood, and I’d love more Halloween details around the neighborhood.
If you have time, we’d love you to try A Borrowed Shadow too and leave your feedback and an honest jam rating 😊
Very good and it was easy to play. Graphics is amazing. I like pixel art. theme were very Halloween related. Keep on making this bigger game.
What I Liked
- I liked the story; I found it interesting, and it was very in-depth.
- I liked the dialogue system too. It was handled well, and there weren't many bugs.
- The game was optimized well; not many bugs, and it ran well on a crappy school Chromebook.
What I Disliked
- The getting candy part of the game was really rough compared to the rest. It lacked in a lot of aspects, and it took 10+ minutes to get candy because I couldn't find the tiny little candy stand!
- There isn't a lot to do, it's kinda just reading and reading some more. I get that this game is story-based, but a little more gameplay would help a lot.
Overall, I enjoyed the game. I appreciate the handmade assets (because so many games are AI-generated). I think the game could benefit from some polishing and more gameplay.
Woohoo! No bugs and it can run on a school Chromebook is awesome news. I submitted the project 8 hour before the deadline and that version couldn't even run properly lol so this is huge improvement.
About the getting candy part, it was added to ensure that people didn't start the trick or treating immediately before getting the chance to look around. The other programmer kind of quit on me so I ended up having to work with code I didn't write and doing a lot of stuff myself. I'm sorry about it taking so long to find the candy. I was hoping the path would be enough but I guess not. We were considering a todo list to give players a more clear objective but that got scrapped.
The game was always planned to be mostly reading but I agree that there could have been a little more to do. I added the candy passing to the night section in hopes it'd play into the story of handing out candy and be a little more interactive. The day time was mostly the other developer's part and I was filling for him last minute because he didn't want to work anymore and quit on the last day leaving me with everything so time was really tight. I had to write 2 more character dialogue than intended and there was a lot of fixing. Like the map used to be 4 times the size and really empty so I shrunk it to make it harder to get lost. I wish I had time to flesh the dialogue to play more audio, have moving/colored text. Even if it's just reading, I might as well make the reading experience nicer.
If I had the time, I think something appearing at the corner of your screen or something disturbing during the day would be nice to at least unsettle the player and help with pacing. Thank you so much for the long and detailed review!
Wow I’m sorry a lot of people quit on you, I make all my games solo so I wouldn’t know.
Hey i played through once and i think i got the good ending? I mean i guessed correctly who not to open for.. Anyway, well done on this, i think it had the foundations for a good mystery game, and as you mentioned, with more refined dialogue and art, it will definitely feel more polished and interesting. The characters seemed good and it wasnt really obvious who the killer is. I was a bit lucky i guess :D The trick or treat section was a nice touch and i think with more dialogue refinement it will feel much better. It could have some more interactions to gauge who the killer is.
Overall great effort, i understand it is very difficult to coordinate with 4 people in a short time, but i hope the learning stays with you!
Thank you for playing! I tried to keep dialogue vague during the night in hopes it'd feel scarier since the game doesn't give the player much to work with. It was intended for most of the info to came from daytime. I think I will go back and polish the dialogue. I probably won't write much more in terms of content because there's already enough reading. However I'll work on spelling, grammer, and more color/effect for the text to make the experience better. If I can get the original artist on board, there'll be ending art too. If I can't, uh I guess I could try to draw but my art capabilities are fairly limited.
I like the story base idea of the game mixed with the playable overworld. Mobile controls would be great to add and maybe a summary/shorter readings.
I never thought of mobile support. Maybe one day I'll submit a game for mobile. Can you explain what you mean by summary and shorter readings?