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DreamBones

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A member registered Jun 23, 2017 · View creator page →

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I want to start by saying I understand your frustration when a newly released game does not reach your expectations, and nothing I say next is a try to undermine it.

Going in expecting every game you make to be a big success in numbers will only set you up for disappointment, I think the amount of devs that can truly expect to have success every time are very few and even the biggest of them have no 100 success rate.

Having a bad release does not mean the game will never get attention, I've seen it happen multiple times that an old game suddenly get a surge of interest and suddenly is everywhere, I've even seen with my own games how some only get attention during specific months and others I have no idea what happened before going down again. Some games become hits 5 years later, others only find very small audiences, we are too used to hearing the stories of small devs that become big overnight but those are the exceptions and for each of them there are thousands just as good (or even better) that haven't been found yet.

My advice beign something that has helped me, since I struggle a LOT self comparing my work with others, is as hard as it is, try not to focus on the goals you haven't reach yet and instead look how far you have come. You have 2,000+ people that are folllowing because they like what you do and that is an impressive number a lot of devs (myself included) dream of reaching one day.

You have more than one game that has gone viral which is huge deal, and you should be proud of that even if the next games didn't get the same reception. Think of how far you have come, even if there is still lots to do an improve, there is always something that could be better, but if you focus on that then you'll miss on all the great things you've done so far.

We also live very hard times as both creative creators and just in general, the world is suffering from en economic disaster, plus a never before seen amount of AI slop going around. Things are rougher today than they were 5 years ago, but such is life, it goes up and down and all you can do is keep moving forward and try again.

And risking to sound like an old granny, you are young, you have lots time to keep making games and keep growing as a dev and find that audience that loves what you do and waits eagerly for each new release. But sometimes that takes time, and is frustraiting and discouraging, but a lot of times all you can do is keep trying.

I hope you feel better soon and can't wait to see what happens with chapter two :)

Thank you for playing. 

Yeah the main feedback I keep getting is it being a bit confusing of where to go and where is each room, that’s currently the top of my priorities to fix once the jam is over. 

With most of the sound design I unfortunately ran out of time but it shouldn’t be fully silent, there should be background music in specific scenes so I am a bit concerned there was none for you? 

If you could rate the game in the game jam profile I would really appreciate it, you are only the fourth one to play it /jam/hawktoberhorrors2026/rate/4989399

I first have to say I was unable to finish, I managed to get to where a scientist looking guy is waiting by a car.

I fell out of the map after that and when I restarted a new game I still had some of the items like the flashlight and blue pill ability. 

I managed to find the lockpick by pure luck, but finding my way around after that was a bit hard, the objective was not clear, when I tried to interact with the pills and masks only the green and doctor mask worked. The controls are also a little bit confusing, I had to keep going back and forth from the pdf file to figure out what I had to press to do what I needed to. 

I am very curious about where everything was going, but it was very hard to keep moving forward. 

Took me 5min to finish the game.

Following there are a bit of spoilers so do not read if you haven't played yet.


This game reminds me of the vibes of those games one would find in random websites full with flash games, there was always something unsettling about them in a good way, like you don't know what you are about to witness.

Love the small hints of you playing as some sort of spirit.

The hand icon changing acording to if you can or not interact is very useful and appreciated. Also the dark world hints are not also spooky and disturbing, but also very useful. 

The music is very fitting and accompanies the game without turning repetitive, is lovely but also very melancholic.

I think my only issue is I wish it was a little bit longer, I was enjoying the mechanics and wanted to know more about the house and what was happening, maybe how it got to it's current state. 

Overall, a very good game.

I liked the introduction and having the chase file with the different sections for notes, evidence, etc. The quit option having a lil bit of extra flavor instead of just straight up quitting the game is also a very nice detail.

I'll be honest, I couldn't finish the game, I got stuck after using the fuse and unable to move forward. 

It is a bit hard knowing what you can and can't click, I think I am supposed to open the safe and have what I assume is the code for it, but since the safe has no visible numbers, I couldn't figure it out and I tried until I eventually gave up. 

The idea was intriguing, and I wish I could have gone further, but I couldn't find the way.

Took me 45 min to play the full thing.

Spoilers bellow this point so if you haven't played, please don't read, it is Very important in this game case cause the plot twist is really unexpected.


I'll start saying that I liked that there was an interactive part even if small, I know Visual Novels are meant to be text heavy, but it is nice to have a small pause to interact with things and take a break from the reading. Wish there was more but I understand it's a jam and there's usually not much time. 

I also really liked the style of the crime explanation drawings, they are simple but in a good way, it makes the killing explanation more interestengin that having lots of blood and details.

The plot twist really caught me off guard, I was a bit confused when I was told to pick who I thought was guilty because I didn't had enough information to pick one, they all looked equally guilty, so I pretty much picked at random and assumed I could replay and see if anything changed if I picked a different culprit. I never expected the curve ball I was tossed, I had my suspicions the detective and widow were more close than they admited, but the writting of the murders so to speak, was really unexpected and how it continues from there.


The background music is very good and matches the game vibes, but I think it cuts a bit abruptly sometimes.

This next thing is fully a personal opinion, I think some scenes could benefit from a more quiet ambience or less fast music. To give an example the music in the investigating the body was a bit too distracting from the mood. But again this is moslty just a personal opinoin.

Last thing would be Im assuming the backgrounds are photographs due to the time limit and nothing against that, but it broke a bit the immersion since the story seems to be set during the Prohibition era and all the backgrounds look very modern compared to that. Also I think the investigation, plus interrogation happens in the mansion but the backgrounds look more like a hospital or a warehouse. I think that would be my only major feedback if you plan to modify/add to this game once the jam is done.


Overall a very interesting game, totally caught me off guard in a good way.

Took me around 30 min to finish this chapter.

The small animations throughout the chapter gives it an extra immersion without being distracting,  instead of staring at fixed images you have falling, rain, fog, the fire was one of my favorites along the glowing chimney fire. 

I also really liked the sprites moving even if simple side by side, it made it  more dynamic, seeing Flynn "run" to one side and the other made me laugh a bit, it helps show a bit more of the characters personalities.  
The soundtrack is very well done, both the pauses and changes to back up the mood of the dialoge. It is impressive the amount of art you managed to finish in the jam period, seriously.

The only thing that's a bit hard to judge is the story since it is only the beginning (which is understandable given how fast a month goes by), it is easy to assume both characters are not being fully honest, and there is something there, but aside that I am guessing the fragmentation will be more obvious once there are more chapters.  

Took around 30 min to fully paly one path and I just want to say I loved this so much this has to be one of my favorite submissions so far!

Slight spoilers ahead, so don't read if you haven't played.

On positive notes I love the hints you give with the backgrounds and the environmental storytelling in certain areas. I gasped when I noticed the initial red ice floor was in the shape of a broken, bleeding heart, and the first time you see the kids with the floor being a heart just made me go oh no, cause I knew it would hurt later on. 

I also really liked the detail of adult Mike photo being put together with adhesive tape in comparison with kid Mike broken one, it feels very symbolic.   
The visuals being a mix of pictures,irl handmade drawings, and pixel art really helps the story and ambience get that unsettling ambience, it does feel like you are in some sort of dream or going back into Mike memories. 

I only wish the comic was a bit more legible, the pencil is not very visible in certain spots, it's hard to see what's drawn, and especially the written parts. 

On some general feedback, it would be nice to have the Options in game menu instead of having to go back to the Title screen to adjust anything, the wind gets a bit too loud at times and overtakes any other background music and sound effects.  
Related to the menu, it would also be nice to have an "are you sure you want to quit?" instead of sending the player back immediately, I accidentally clicked it and lost all progress (I wasn't too far in but it was still a bit frustrating). 

As an extra, maybe a little hint of what you can interact with. The car puzzle is the only one I struggled with because I clicked it in different areas and got the same dialogue, so I assumed it was done, then had to go back and click all around until the door had a different option. Aside that, I am not sure if I missed anything else I didn't click on because I didn't knew. 


Overall I loved the story (even if I didn't fully understand some bits),the visuals are very creative and you got the theme perfectly in my opinion. Once the jam is over I look forward to playing again but with the other ending :D

Took me about 30min of playtime.

A bit of spoilers so if you haven't played, do not read:

I liked the twist at the end and the radio by the end, I wish there had been a bit more clues to build to this, but it also works fine as it is.

I had a couple of issues with the gameplay, most of the time the signals would show up even when I was in the room next door, so it turned a bit confusing knowing which room was I supposed to be searching in. On a similar note the anomalies ranged from easy to spot and creepy (which was cool) to a couple of confusing ones, with the tutorial I assumed the anomalies would be creepy changes like faces, blood, etc. not normal changes in the rooms like a bird instead of a candle.

Also no matter how much I modified the voice audio, it wouldn't go up, so it was a little bit hard to listen to what the player character was saying. 

Other than that it is a neat short game.

I had no idea what I was going to run into but honest I had fun playing this game and managed to make me uncomfortable (in a positive horror way) during certain bits of the game. 

From here forward, there are spoilers so no reading if you haven't played:


I did not skip the final dungeon, and it took me around 1hr and 30 minutes to finish the game, but I am not sure if I skipped stuff from the start cause instead of going to the Ground cave I went straight to the Beach and the meat dimension. 

On the positive side of feedback, some of the sound design was very well done, the squishiness of some surfaces made me very uncomfortable, and the background music fit the general ambience of what was happening. 

I also enjoyed the sense of humor,  the alien invasion comment to delay work made me laugh out loud. It does feel like it breaks the tension here and there but nothing too bad. 

The story even if a bit predictable with Bestie being obviously bad from the start, feels very on theme with current in real life issues and was interesting to see the want to rewrite humans instead of the classic just erase humanity (the ai rewriting the laws of robotics was very disturbing and I loved that detail). 

I also liked having the option of talking to the monsters instead of attacking, and having Bestie be very insistent that you should beat them up instead. Not sure if something changes if you decide to do one or the other but I went Pacifist route so to speak. 

I liked the visuals especially the distorted ones, the whole game had vibes of, retro game but make it cursed.exe, felt nostalgic but also disturbing at the same time in certain parts.


My main feedback would be the story can get a little confusing in some parts, it is interesting having to unveil what is happening with the thorn notes (I could only found the Right sides, not sure if there were Left sides to complete the notes), but at times it felt like Marvin knew things that only he knew and assumed we as the Player knew too, so it took a bit of catching up to what was happening (like the mention of the dead coworkers). I also couldn't fully understand if, when playing BestieWorld, you were somehow teleported inside the world or just an avatar, cause Marvin acts like he is inside of a game/virtual reality but more advanced, but that could also just be me missunderstanding something. 

Other than that is mainly minor design stuff, the dialogue pauses work for some of the dialogues, but for others it just cuts the flow and gets a lil bit repetitive. The meat office is a bit confusing to navigate with the same door you walk in not being how to go down and the bathrooms being the way down, and finally it's a bit hard knowing what you could interact with and what not but I am assuming that was just running out of time cause I ran with the same problem in my project.

Random but I think I found a bug? When I bought the Speak to Monsters it had the text of the icecycles attack instead, but it did give me the Talk to Monsters skill. 


So sorry for the wall of text, but I think you did a really good job for one month and should give yourself more credit! Not sure if you intend to keep polishing it but I think you have a very good base for a full game here :)

Thank you for playing and for the feedback! 

These past days I've been seeing one thing I really need to work on is a better way of guiding the players and a map, I am too used to working on smaller levels and never thought of how more confusing it would be to navigate this level cfor someone palying it for the first time, I will be surely be working on that harder for the final cut. 

Im happy to hear you liked the camera zooms, I was a bit unsure about it at first but I like the freedom it gives me to show certain details better, while making the portions with enemies less annoying due not being able to see where the enemy is. 

I promise the amount of random boxes is temporary, I ran out of time and thought it would be better to have random clutter than an empty room with only one box, but Im glad you didn't gave up on the game and managed to finish despite the chaos. I will be adding a walkthrough for anyone that can't find their way so that doesn't stops anyone from being able to finish. 

Thanks again for the helpful feedback and Im looking forward to playing your game too.

Thank you for playing and the feedback! 

A map and clearer hints of where to go and what to do next, is something I definitely need to work on going forward with this project. A notification of when you have compelted an objective is also something I didn"t tought about until now but would be very useful too. 

Im happy to hear you loved the ending and how the story went cause it was one of the parts I was a bit worried about. 

Again thanks for the feedback and Im looking forward to playing your game too.

Sorry for the very late reply, things got very busy once the jam ended. 

Just wanted to say thank you very much for the comment and feedback! (even if Im 3 months late)

I'm happy to hear the positive comments on the art, I decided to do it different than I usually do and it's nice seeing the positive response. Also how I managed to make the game feel on tune wiht the jam theme, I had heard about the topic before but went and researched a lot to have a better understantement so Im very happy that showed up in the final result.

The sketchiness of the sprites was intentional but the lack of movement when walking was due running out of time, idealy they will all have more movement once I can go back to working on it.

I do agree it's missing on the horror factor, specially after playing the rest of the jam submissions I do want to lay more heavily on that once I keep working on this project.

Again thanks a lot for all the feedback :D

This might sound weird but I mean it in a positive way, the whole game feels like a creepypasta/cursed game exe collection of small stories that you would find in a very hidden, and old internet forum that is allegedly cursed and bad things happen if you play it. It also reminded me of an old tv show with short horror stories that were one weirder than the other but in a very creepy way. 

This has been the scariest game I've played on this jam, I hated (in a good way) running around the mazes not knowing if there was a creature there with me or if it was just sound effects. Favorite one had to be the apple collecting one. 

I think the only thing I missed was some sort of chapter selection so going back to repeat specific stories to try different options was easier/faster instead of having to rely only on the save files. 

But overall a great game.

Thank you very much for the feedback and nice words! 
I’ve been a tiny bit worried with how incomplete and unpolished it came out (even if being a jam its normal) so it’s nice hearing even with that I manage to caught some interest. 

I will check the graveyard, thanks for the headsup, I rushed that scene on the last day so I am not surprised something bugged out.  

I want to start by saying the visuals intrigued me and liked how you use default assets but feel like they fit, plus the sprites are really nice. The characters got very cool designs and I think the only thing I would add is that the npcs had varied different body expressions, but the protagonist only changed her facial expressions, so she felt very stoic compared to the others (tho Im aware it could be because a limited time thing).

I was curious about where the story was going, and some of the deaths actually made me jump, like the necklace bust, which reminded me of classic horror RPG games deaths. 

I honest didn't manage to finish because I got eventually tired of running around, it is hard to tell where to go next and most of the time I found myself spamming the enter key to find what I could interact with. I managed to get several items and move forward but most of it was me using all the items in every spot I thought could be used and hoped for the best (and often I wasn't sure why I was doing certain things). 


Spoilers:

For items I got, rope, glass shard, brush, the phoenix seed, and I think that's it. I also managed to get the strange man to go to the stage but I got stuck after that, not sure what to do next.  I got a message in the mirrored room that "Something downstairs changed" or something along those lines but couldn't figure what downstairs was. 

I planted the phoenix seed on the pot nearby the horse and brushed it's mane, but not sure what I accomplished with that. 

Yeah no that’s a bug, still not sure how you managed to get on that side of the trigger, you should be on the right of it.

On the bright side thank you for finding that, I’m going to stress test the rest of the transport player triggers to avoid this happening. 

Oh I need to check that, you shouldn’t be able to exit on the left, but you shouldn’t be getting stuck either.

Thank you for the feedback, I haven't been getting any comments so I really appreciate it!

The story is meant to be confusing and weird, so that’s alright, hopefully once I finish the full thing it will be more obvious that is not meant to be fully understood. 

I did plan to add character busts for the dialogues but ran out of time, but it’s nice to see that’s something that would be liked or wanted. 

I’m really happy to hear you liked how I used the theme and the visual part of the game, I was lowkey worried about it, the theme was very planed but the visuals I had to rush them cause I ran out of time

.

Concerning the bug, when you enter the Arena (Hero’s room) you are not meant to be able to leave from either side unless you interact with the Hero (and afterwards you can only leave from the right) hence the “Wrong way” window if you try to leave. 

I am not sure if you meant that or if still after interacting with the Hero, it won’t let you leave, cause then that is a problem I’ll have to fix. Otherwise it is on purpose that you are not allowed to go back.

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Ohhh gotcha, I assumed I couldn’t turn them in until I had all the masks, I talked to the Director when I had 1 mask and said nothing so I just didn't tried again. Now that I think of it I didn’t try interacting with the small stage next to him either, so I will do that once I’m back at my computer. 

Edit: Went back and managed to finish, struggled a bit with the mask rooms puzzles but eventually got it.

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I got kinda sad when I reached the end of the Demo, or at least I think I did since the key wouldn't work, so I am assuming that's the end for now, but will definitely come back to play once it's fully finished.

Story got me intrigued to what is happening with Lexi and by starters I do not trust the theatre owner/director (sorry I forgot his name), meanwhile everyone else are such interesting and charming characters, I would love to know more plus I loved their designs.  

I played with normal mode so I wouldn't be worrying about the tickets, but I think that is a very cool saving mechanic I feel I don't see as often and could have interesting uses.  

I can't think of any other feedback, so far it feels balanced and I liked picking the coins from the floor instead of the usual shiny sparkles for items, it's nice to see what are you're picking up. Maybe the only thing I'd add is knowing what you can interact with and what not but since there are not many objects it wasn't that bad having to click everything to see if there was something. 

I couldn't quite understand the Owl puzzle, but by luck found the numbers and brute forced the code, on the other hand I am very bad with logic puzzles so you can take this with a grain of salt. 

Overall I enjoyed it and good luck with the finished game! I hope I can play it once it's out.

Edit: I forgot, I love the grey alien looking lil guys dancing, I wanna dance with them.

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I want to start by saying the visual aspect caught me from the start, the retro looking and bright colors made it stand out and the character sprites had a lot of personality. 

The battlight, although interesting at the start, turned tedious after battling the Hero, and it constantly cut the narrative. 

The story was very interesting and I was hooked on it trying to figure out what was happening while wanting to know more, but I kept getting pull away by the fights and getting distracted by them, I personally would have rather just explore and learn the story with puzzles in between, than to constantly fight my way through, it changed the mood from mystery to action focused.

The story and narrative again was my favorite part and really well done, so far it's one of the games of the jam that took different aspects from the Theathre of the Grotesque, with the Play and Reality mixing together in a way that shouldn't be possible but is. 

Edit: I almost forgot, but I don't know if it's a bug or if I did something wrong, but I was never able to trade any props in the room with the green doors. I kept trying to exchange to a knife or shield by talking to the npcs but it never actually changed my items.

Thank you for the comment! 

I'll take note to maybe make the TVs stand a bit more in the future, along what is interactive and what not. 

About where you got stuck I just realized I should have made it a bit obvious given that's one of the biggest stages. You have to go to the other side and try leave through the left side curtain exit, once you do, The Damned will stop you an call you back to the center stage. After the stage interaction, you should be free to exit through the left curtains.  

 If I got the time I'll go back and add a bit of dialogue so it is a bit more clear what are you supposed to do in the diner level.

On the other hand if The Damned stopped you from leaving and when you approach the center stage (between the two slices of cake and stools) and trying to interact with the stage doesn't do anything then that's a bug I'm going to have to look at because that is bad and should let you do something. 

I want to start by saying that I found the concept interesting and the circus characters creepy and disturbing (in a good way), I understand this is a work in progress but would love to have seen more of them and the circus.

It was very easy to spot the big influence of Undertale (it's a very big inspiration for me too), but at some point it stopped feeling like the game that had nods to Undertale and more of a "fangame" with too many references like the save points which felt a bit out of place with everything else. 

I believe you have a lot of original concepts and visuals to make it stand out without the need of getting so much inspiration from Undertale, the circus creatures are so cool, the protagonist is very cute and most of the hambiances were very creepy even if nothing happened. 

Also I don't know if it's a bug but I couldn't make the menu work, and the save points did nothing when I tried interacting with them, I don't know if it's more of an auto save thing.   

If you go back to fully develop it I'll be sure to check it out again!

I want to start saying that the music is really good and different, fits the ambiance perfect. Also I think what you have going on with the visuals and aesthetic is super creative and unique, plus it has lots of personality.

I sadly couldn't get very far, I think the battling needs a lot of balancing, the enemies attacks are too strong and 1 hit you most of the time, and normal attacks barely do anything to them, while special attacks consume mp fast. I also got stuck more than once with Steve fainting and having no way to revive because the ability wouldn't work while dead, and I couldn't find a way of reviving that wasn't with the revive ability. 

I wish I could've had gone farther, both to see where the story was going and to see if the theme of the jam showed up further up since I couldn't see  much with the short gameplay I had.  

Again I think you have a very cool concept and idea here :D but I think it needs a bit of polishing (which I know a lot of times is hard to get during a jam with the limited time).
 

I'm gona talk a couple spoilers, just a small headsup.

First of, the visuals of the game are beautiful, I liked the red sephia look almost monochrome but not quite. The troupe's sprites and masks were charming and I really loved the character designs, especially the audience. I don't know if you all plan to go back to add more to the game once the Jam is done, I personally would have loved to see more of the scary performances with either sprites or illustrations, or even more detailed text, cause the cutting in half cutscene was so good! I was lowkey sad there was not more of that, maybe even seeing Ari sewing back Tulip.

I was only a bit confused at the end because it felt cut short, with no ending screen or something similar, just sent back to the title screen. I am also not sure if one ending is supposed to be "Good" and one "Bad" (personally I liked more the ending Kat joins the circus, Ari speech was very convincing lol).

Aside that the combat felt a lil bit odd, at times it would be very easy to just spam slash, and others I would get my butt kicked in 2 turns. Ari fight was also odd but I don't know if it was intentional or not, first time he never attacked me, only did force fields so I assumed maybe if I didn't attack either, that would led to a different result. Then second time I fought him he almost defeated me in a couple of turns, so I am not sure if that was on purpose or accident.

Overall I liked it, only downside is I wished there was more, I was stating to like this circus and wanting to see more of them :D (also poor Tulip, she did not deserve that).


Thank you for the comment! :D

Also thanks for reminding me I had to adjust the web  browser size, I fully forgot that's a thing I had to adjust manually, it should work now. 

Yeah my biggest issue with this demo is I couldn't get to the point things start to get scary, tho it's a different kind of horror than my other games, but hopefully if I have time to keep working on this the full version will be more horror than what it currently is. 

First of all, take everything I say with a grain of salt cause I don't usually play games with this type of mechanics, so I am definitely not your target audience. I managed to open the gate with the 3 sigils and the gate with the clock and stopped once I got lost in the mirror maze. 


Storywise, I think you had something very interesting going on and would have loved to know more, most of the time I felt a bit too much in the dark and wanting to have more information as I progressed or explored the building. It caught my attention from the start and so far the 4 characters I found were very intriguing and would have loved to know a bit more as I progressed. 

Mechanic wise it took me until the mirror to realize I had in my inventory two books that explained the stats and that actually fighting everything was bad, so I probably made the game harder to myself without even intending too lol. On the other hand I found really interesting the mechanic of some enemies only reacting when you ran past them, and being able to walk around unnoticed, it pushed me to not sprint constantly and try maneuver around the enemies if I didn't felt like fighting. 

I liked the loot system, and being able to level up your Fortune to find better objects, my only issue was not being sure what I could interact with and what I couldn't eventually I figured out most barrels, boxes and bookshelves could be interacted but I don't know if there was something else I missed. 

Overall I think it is a very cool game and will try go back and see if I can get farther once I am done playing the rest of the games in the Jam. I was also very surprised to see a seemingly 3D model as the player, I didn't knew you could do that in RPGM.

It is a short but very charming game, it reminded me of animated children tv shows I watched as a kid that had a fairytale feel to them, with beautiful but slightly unsettling visuals. Like old animation vibes. 

Really enjoyed the dialogues taking turns between what I assumed was the play, and what had been happening in the theater. And the music was very good too, it had that same feeling of this is nice but slightly wrong, if that makes sense.

I think my only feedback would be the black n white checkboard pattern is a bit aggressive to the eyes and made all the other details  hard to look at. Aside that, I usually am against big rooms in RPG games but here they felt right, I don't know how to explain it, felt empty but in a way that made sense. 

But overall I enjoyed it :D 

This sale was like finding the pot of gold at the end of the rainbow. 

I'm an indie game dev and you have no idea the number of times I've struggled to find cool looking fonts for my projects that are affordable and also don't require me to pay a fee every time I use them in a commercial game (something I can't afford with my current income).

Thank you so much for doing this sale! I got so excited when I saw the price that I accidentally purchased it in my side account instead of my main one 😂

I cannot wait to include any of this in my next project.

This gotta be one of my favorite comments so far 😂 

Thank you for playing!

Just left a comment on youtube but thanks again for playing both versions!

I just left a comment over youtube but thanks again for playing!

Thank you for playing! I'm happy to hear you enjoyed it :D

I was a little worried the third ending would be a bit too hard to find, so I'm relieved to know that someone did find it. 

Thank you very much! That is always encouraging to hear :D

Thank you very much and thanks for the review! 

Can I ask just a tiny favor? Could you please put a link back to my itch.io page/the game page in the video description? I would really appreciate that.

Thanks again and thank you for playing :)

Don't worry about it, it happens. And sure! I'll be sending you the key via Twitter then, I'm looking forward to seeing you play :D but please take all the time you need, no hurries 👍

Thank you for playing! I had a good time watching :D

If you want a free download key for Catrina's Halloween Nightmare please let me know, I'll be happy to give you one.