Break In Stay In by wizard sino
A thrilling cautionary tale as to the dangers of house-robbing. But will the house ever end?
Arrow keys to move, you can steal money, rings, cups, and paintings.
Features this guy:
and this guy:

EDIT: Based on you suggestions I increased gravity. Post-Jam found at https://userofnames.itch.io/break-in-stay-in-post-jam EDIT to the EDIT: Post-Jam now includes some changes to title screen and level transitions.
| Youtube | https://userofnames.itch.io/break-in-stay-in |
| Original URL | https://ldjam.com/events/ludum-dare/47/break-in-stay-in |
Ratings
| Overall | 1262th | 3.163⭐ | 42🧑⚖️ |
| Fun | 1297th | 2.872⭐ | 41🧑⚖️ |
| Innovation | 1052th | 3.1⭐ | 42🧑⚖️ |
| Theme | 1200th | 3.2⭐ | 42🧑⚖️ |
| Graphics | 1028th | 3.313⭐ | 42🧑⚖️ |
| Humor | 880th | 2.583⭐ | 38🧑⚖️ |
| Mood | 958th | 3.243⭐ | 39🧑⚖️ |
| Given | 100🗳️ | 54🗨️ |
PS. Middle ledder cracking a game
After exploring a bit: rooms seem to change as you go further, wonder the next one will be, is there a pattern...
Next room: ahhh that is creepy... and I died
Seems like you can go for a while sometimes without getting any ghost but once I got a ghost on the third room (I think)! My only issue was getting stuck behind the chandelier in the upside down room. I think you may not be detecting the ground under the player so I can be on the chandelier and not be able to jump due to not being grounded?
I'm not sure the black rooms work well as they are. I see what you want to do, but some indication of what's going on might be good. Maybe show the player position, or have some visual effect at the spots where you hit something, or something else that makes it clear that this isn't a loading screen.
The other nitpick is about starting the game: the entire game is controlled with the keyboard, but you have to click a button to start. I'd just allow any key to start, or maybe just space.
I'm a huge fan of physics in 2d games, and I really like that everything is physically interactable, including the character's body parts. I think a higher gravity setting would help the movement feel more tight, and something like a wall jump could feel cool when trying to escape and get over walls that are too high.
I also really liked how the monstrous elements started spreading as I went to more rooms. The monsters themselves were pretty creepy, and having some of the furniture sticking to the ceiling made it all feel quite uncanny.
Good work!
The game has something, likely related to the atmosphere. Thanks to that I was a bit intrigued by this and curios to know if it has something more. The lack of music with only the step was maybe a plus for improving the atmosphere, I don't know if some more sfx could have helped tho, but I lack how you handled the music overall (being by choice or just by lack of time).
Also, being lonely and having to repeat the same thing in the same room added to the atmosphere, and when dark things started to come in, you feel even more immersed into this weird nightmare.
I liked how you created the evil dark thing that follows you, with the moving squares, and also when the level changes because you stay too close to the red thing for too long, very cool.
That said, the game is a bit rough, controls are not the best tho can be funny since the game is not that punishing. The label for the money is weirdly put in the middle, and is barely visible. I've run the game again to see if in windowed mode it was anchored to the top but it's not, though I saw that with fullscreen enabled there are a lot of bugs that are not there in windowed (I played fullscreen).
In fullscreen (unity one, not itch.io one) I couldn't see the button text in the menu, nor all the room (now I know why I couldn't move in some direction, I though was just by choice).
I liked the way the character is animated and the physic aspect of the props, I also liked that the room is always the same just rotated, when I noticed that it was cool.
But the game is very short also in content, that's why I say it's rough, it's half a prototype maybe. The thief thing also didn't make that much sense and was a bit just put there.
I know how much effort it could take to do a game for a ludum dare, so I think that you made a nice work nonetheless, especially since you made this alone and still managed to put a lot of things in there.
As a side note, I've tried the post jam, and if you fix the gravity you should also remember to adjust your level design. With a stronger gravity I was not able to jump as before, and it was harder to escape some situations!
Thanks for submitting your game!