So, 2 things:
1. This is a fun game! I actually felt like I wasn't being challenged enough in the bonus courses, because of the DK Country-style slide-off-the-edge-then-jump mechanic, and being able to jump over most of the stage.
2. Boss invincibility is SO LAME! I wanna quick kill them
I like this! Not the scariest game, but maybe that's just because it's so short. The part where the black outline of a guy rose up on the other side of a boarded-up door and then just stood there, after I had cracked some leaves on the ground (as though he were hunting by sound), was particularly spooky.
Fun game, just short. The intro doesn't make any sense in the context of the rest of the game. And I was kinda looking for a horror game, not a zombie game. There was some atmosphere and a jumpscare, and that was cool, but it was brief.
I give this game 3/5 because the story was decent, but not "horror" (it has an undeserved horror tag), and because the balance between sword/shield and magic was so tilted. Magic, except for Regen and Pheonix, is completely useless and not worth the points you can put in them. The swords outstrip all the offensive spells in both damage and defense (since you can use sword while holding the shield button, but not use magic), and frozen armor doesn't actually stop enemies from hurting you.
Man, you weren't kidding about "short". 2 clicks to beat the game?
Well, I like that there's multiple decisions. Just as long as you don't make a decision only found by putting your mouse in just the right 10x10 pixel square (or similarly stupid out-of-the-way, or tiny, place) I think it'd be fine. Also make the text go faster.
Terrible collision design. At one point you have to give a star to a girl to advance, but she won't accept it until you drag the star to the very tip of the wand you just gave her, which I could never have guessed.
I got to almost the end (after putting the seed in the flowerpot, and then looking at the pot in each time), and then the game crashed and gave me a black screen!
Thanks! I agree with the boss design. In the sequel, we'll try to create more dynamic boss.