Scares on Schedule by python-b5
Locals are trespassing in your haunted castle - it's up to you to scare them off before they make it too deep! Play spooky minigames to frighten the villagers away. To pull it off, you'll need to slow them down with objects scattered around the castle. How long can you keep them out? It's time to get haunting!
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🎮 POST-JAM UPDATE IS OUT! 🎮
Scares on Schedule has been updated with a focus on balancing the gameplay, as well as some graphical + audio improvements and general polish. Thanks to everyone for their valuable feedback!
Play the newest version on itch.io. The game on this submission page is the original jam version.
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NOTES:
Fullscreen is recommended, since some game elements are otherwise quite small.
This game is best played with a mouse or touchscreen! It may be very difficult on a touchpad, since some minigames require high pointer precision.
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CREDITS:
python-b5 - programming
Sam Gorman - art, audio
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🎮 Play the game on itch.io!
🎵 Listen to the OST on Bandcamp!



Ratings
| Overall | 384th | 3.627⭐ | 73🧑⚖️ |
| Fun | 339th | 3.507⭐ | 73🧑⚖️ |
| Innovation | 128th | 3.859⭐ | 73🧑⚖️ |
| Theme | 787th | 2.746⭐ | 73🧑⚖️ |
| Graphics | 269th | 3.993⭐ | 73🧑⚖️ |
| Audio | 68th | 4.071⭐ | 72🧑⚖️ |
| Humor | 190th | 3.493⭐ | 70🧑⚖️ |
| Mood | 329th | 3.739⭐ | 71🧑⚖️ |
| Given | 79🗳️ | 183🗨️ |
For me, the strongest part of this game was the visual consistency and quality. Everything felt cohesive and was done well, there were animations, and opacity usage, effects, etc. Really great job on the attention to detail for each of the visual elements.
One improvement I would make to this game would be to start the minigames off easier. One less tone for the music, one less candle for the candles, etc. Give the player some confidence that they are "doing things right" and let them see their success early. I personally thought I was playing the game wrong or didn't understand something when I played, but I was just bad at the minigames, haha!
One nitpick was the top area scrolled. Is there a reason you didn't want to show the whole hallway? Even if the people were smaller, you could keep the icons the same size and I think it would be easier to understand that people are still there once they are off the starting screen.
I agree with one of the previous comments: for me the minigames also were very difficult. Ideally there would be some sort of progression or a difficulty setting. Anyway, good work!
There were some interesting takes on some classic mini games - particularly the twist with choosing pairs with the card swapping one. I've got a sore hand from mashing on the plates to get them to float though!
After a few goes I feel like I got the hang of it and managed 4 scares, and would definitely come back for more. Good job!
First off, I absolutely loved the art style that you have here - Everything was super cohesive and polished, and nothing felt out of place. It felt like the work of someone who really knows their craft, great job :)
I also really struggled with the minigames at first - The musical one, for example, felt impossible to me until I played and failed it several times in a row and got used to the scale of the notes. Starting with a smaller scale would definitely have helped, but also introducing the player to the scale at the start of the game would help give them a mental map for the memorization portion. In my case, I would often remember the pitch of a note, but have no idea which chime was mapped to that pitch because I didn't know the extents of the scale.
The matching game was also super hard for me at first because I didn't know what I was looking for during the memorization period - It wasn't until my fifth or sixth playthrough of the minigame that I realized there was a matching pair of cards that I was supposed to have been following (my original understanding of the game was that I had to click on the cards in the order that they had first appeared), and even once I knew to look out for the matching pair, I would often not find them before shuffling started. Making the matching pair have a distinct bright color would have made the objective a lot more obvious I think.
Hopefully this doesn't come across as being super critical of the game - The opposite is true; I thought it was very well made! It felt so polished and finished, with a clear vision that it was offering, that it made it very easy to offer (hopefully) constructive feedback. Really well done!
@koolruz Thanks for all the feedback! We're hoping to make some balance changes in a post-jam update, so all advice is welcome.
Kinda tough to play when you're sleepy though — it really demands your full attention!
Even though this sounds like a lot of critique, this was a really great entry and I only found these points because it was really fun!
My best score were 6 scares.
**EDIT**: I just read the comments after I wrote my own, and I fully agree with the detailed feedbacks of @koolruz @tobius :thumbsup:
I just played for about 15 minutes (over about 6 runs) and managed to get 2 scares during that time. The fact that there are multiple villagers coming that each need to be scared three times before they reach the end which takes about 90 seconds... even if you play all the minigames perfectly I don't see how you could scare more than 2 or 3 villagers before becoming overwhelmed, and then the game says "villagers are coming more frequently now".
The minigames themselves are all too difficult and require a lot of mouse dexterity. The fact that I don't have any choice of minigame (since I *have* to attack the frontmost villager) means I need to be good at all of them.
- Hover: Probably the easiest, but I still managed to complete it only about half the time.
- Boo: The first ~10 times I tried this I couldn't get it, and couldn't even figure out what it was asking for. When I finally did manage to click at just the right time, I kind of got the hang of it and can get it right more often than not, but the fact you have to do it 3 times means it wastes a lot of time even if played perfectly. My people were often off the screen by the time I completed it.
- Music: There are way too many chimes (bars) and they're too thin, unnecessarily requiring mouse dexterity in a puzzle about memorization. I could cope with memorizing a sequence among 5 chimes, but my brain can't cope with remembering whether it's the 8th from the left or the 9th from the left.
- Extinguish: Almost impossible to click more than 1 before the time runs out.
- Match: I can just about cope with these "follow the hidden card" game when there's one card to follow. I can't imagine ever being able to follow two at a time. I didn't feel there was even enough time to identify the two matching cards before they flip over, let alone follow both at the same time. I never beat this one.
I like the idea of this game but if I could balance it, I would drastically lower the difficulty (then maybe ramp it up after you've been playing for awhile).
1. Make each villager start with just 1 scare needed, and ramp up to 2, then 3, over time.
2. Have a health system so you don't have to stop every single villager, that way if a villager needs a scare I don't like, I can just let it go through. Heal back up if I scare a lot very quickly.
3. Hover: Reduce the time I have to keep it going for.
4. Music: Reduce the number of chimes (bars on screen) to 5 and make them fatter.
5. Extinguish: Triple the amount of time available.
6. Match: Just ask me to pick one card out of three (not match). OR don't do the shuffling (just show 5 cards, two the same, flip them after a short while, and ask me to match the two that are the same). Not both.
Artwork and music are top notch! But damn are the minigames hard hahaha. Especially the match one I couldn't even beat it one time. Some tuning to ease into it as others said might have been beneficial. Like the villagers requiring two minigames at first.
I managed to get two scares after a couple of playthroughs. Super nice submission!
I'm assuming the majority of people here are playing the web embed on this site, which is rather small, so I suspect that may be where some (albeit not all) of the difficulty is coming from. The itch.io version already had a fullscreen button, since itch.io provides one by default, but I've gone ahead and implemented an equivalent button for the ldjam.com embed, so people are no longer required to play the game at only 2x scale. Hopefully this can help reduce frustration.
I found the games a bit hard and too quick at the beginning, I would make them slower at the beginning and ramp up gradually to show the player "hey here is how you need to do it, now we go quicker", but that is just a minor thing. Well done, what a nice little game!
Overall a really solid and fun entry!
The only complain I have gameplay wise is the difficulty. It is simnply too hard and this hurts the overall quality of the game, and it's a shame it be dragged down by something that is so easy to fix. Especially the music minigame, I played it maybe 15 times and I never got it right. It needs to be at least one, preferably two, notes shorter, or have fewer notes to choose from. The ghost minigame doesn't need to be played 3 times in a row, it consumes a lot of time. Also, the overall game could be a bit easier, either by having a longer room / slower villages, not to lose immediately when one villager crosses (maybe lose when X villagers cross), or need less scare minigames per villager.
Other than that, A+ on the pixel art and music. Highly polished game too.
One of the better LD entries I have played this year, congrats!
You did nice arts and mini-games, and everything feels in place.
Good music and sound design also, btw!
I think like a lot of people here - my best score is 6
Good job!
When I was playing the music game, I thought that coloring or numbering the chimes/bars would have made it much, much easier for me. Maybe that'd make it too easy, but it always seemed like I'd know which one was hit but after following the sequence through, I couldn't tell by length alone if it was that chime or its neighbor, so I would inevitably mess myself up before completing the tune.
Second, someone before made a good point, but since not many people brought it up: I think the game would benefit from more and clearer feedback when the player does something wrong versus right versus just incidental stuff happening. A couple examples are the sound cue for a new villager entering. I didn't know what this was during the game and only learned about it in the comments, but it messed me up a few times because I thought it was a signal I had done something wrong and was about to fail a minigame or something. Second in the Boo game, there's no indication I've done the right thing, that I just need to do it three times, so I as a player assume I'm doing it wrong but am being gifted a second chance--until suddenly I'm pulled out of it because I have failed or time or ? Again, not clear what failure is or how exactly it happened. I think there's a gamedev term for this--legibility (if I'm remembering correctly). Your game is quite good and quite polished and has lots of content, but both the difficulty and the lack of legibility counteract all the good stuff the game has going for it.
Eager to see what the post jam version is like though!
The minigames were a bit challenging for me—took a while to figure out the cup puzzle. But the seamless gameplay loop and instant restart after failing were fantastic. Excellent game!
We're working on a balance patch that will be released after the rating period. Some of it is increasing the lenience of the minigames (larger hitboxes, more generous timings), and some of it is readability. Much of the problem with the game right now, I think, is that it is not immediately clear to players what the goal of each minigame is. I didn't notice this during development because, having programmed each minigame, I already knew exactly how each one worked and did not fully consider the experience of someone who didn't. We will try to work on a solution to explain the controls and aim of each minigame more clearly.
Numbering the chimes might work to aid readability. That is perhaps the hardest minigame right now; being familiar with the minor scale definitely helps, but the majority of people aren't, and seven notes is admittedly a lot to remember. The other memory game (matching) is easier as-is, but I've also tried to improve readability there for the post-jam update by sorting the matching cards above all the others, making visually tracking them easier.
The intent of the Boo minigame is to force the player to react to the different speeds of the countdown, so for that game to work properly it has to repeat multiple times. We can see about perhaps adding some kind of indicator that progress is being made. I've already gone in and heavily reduced the downtime in that minigame for the post-jam update, to make it less time-consuming (it now resets considerably faster, though not too fast as to be overwhelming).
Visual cues for both villagers entering the castle and villagers nearing the staircase were intended to be in the game, but time constraints prevented us from implementing them. I will make sure they are added to the post-jam update. The sound could also probably be replaced (or even removed), since it seems to many players it is unclear. At one point in development sounds in the hallway itself were panned to match their source, which I removed since it sounded off to me but perhaps helped connect the villager arrival sound to what it represents a bit more.
Thanks again for the detailed feedback! As frustrating as it can be to see players not having a positive experience with your game, these kinds of comments are extremely valuable. This game certainly could have done with more playtesting and balance prior to release. The one playtester we had just so happened to pick up on the game very quickly and seemed to enjoy it, which I believe is what convinced me the difficulty was fine. The game _is_ intended to be difficult, and the score numbers are not high (a "good" score is around 10 scares, I think; my best is 15), but it is not intended to be demotivating, and I apologize for that. Perhaps we spent a bit too much time on polish instead of design... but hindsight's 20/20!
Sorry if my or anyone's feedback was too harsh or demanding or anything, I didn't intend to give the impression I'm negative on your game :sweat_smile:
I do think the difficulty should have been raised more carefully as having 3 puzzle per villager from the start is a bit too much, you want player to get into the rhythm first without putting too much pressure on them, and I think it would also make sense story wise as villagers that pass through first don't expect much to happen while those that come in later are challenging their nerves as to see how far they can make it.
Some puzzles could use some work as they are way too unforgiving.
I also never figured out how to do the "Boo" thing right which didn't allow me to progress anywhere on the score. I tried timing it multiple times and it just didn't work out. I think maybe adding some sort of hint the first time player tries to do that would be a nice thing.
I'm glad that you're going to update the game and not just move on which is a sign that you're a good developer. This is how you get better and jams are all about that.
~Xp
The picture match game though was brutal, my mind trying to keep track of two cards, damn that took some skill and when under pressure too! This was one of the more polished jam games and it shows! Music was great, really fits with the atmosphere and the graphics had a nice crisp look to them, which really helped with the mini games.
This was an excellent entry one of my favourites so far! Well done!
I played before seeing the comments and felt bad because I barely managed to progress, but I see many found the mini games a little too hard. I would consider starting way easier, and make them progressivly harder for the korean starcraft players later :)
It's such a cool entry! I love the idea, awesome visual and sound design, mini-games themselves were also super cool. But, as others said it is a bit hard with no learning curve, which is fine - those things are easy to fix with some playtesting on real gamers/users. It also feels like it could've been a very cute game to play on phone, as it would make aiming easier. I liked this a lot and even attemted to tryhard ahaha :D nice, good job!