Being able to play as a ghost is a unique gimmick, and one that I quite like a lot. Being able to phase through walls seems cool, but was a little disappointed that that's kind of all I could do as a ghost. Being able to die as a ghost seems a touch oxymoronic, but I suppose that's a criteria for a gameplay loop to exist, it needs to have a lose state.
I had a lot of trouble with the parkour, whether the game let me wallrun or jump off a wall or even just double-jump was a little bit finnicky, and I spent a bit of time trying my best to continue on through the level. I really emphatically do not like it, and especially on a conceptual level--if I'm a ghost, I think it would be better to float around ominously, not do ninja flips off walls. Unless I was the ghost of Hanzo Hattori, but unfortunately Ghost Dog II: Debbie Does Dallas doesn't exist yet.
I don't mean to seem down on this, though, playing as a ghost is still extremely cool and the aesthetic looks wonderful. The bright purple environment offset by green bullets and yellow pickups immediately makes it very clear of what to do and where to go, and even if I had a couple question marks the red floors also gave a clear indication of what could be floated through. Well done, and thank you for submitting!
Thankyou so so much TerminusEst13 for checking it out, I am so glad you had some fun with it! :D
Yep I wasn't sure keeping the parkour in was the right way to go about this one. In my head I thought it would make it more interesting to have you do wall jumps and stuff like in usual parkour games, but with the added challenge of facing a solid wall at the end of jumps that you would have to phase through at the right time. In the end it did cause me alot more problems than I would have liked, and didn't quite turn out as planned.
I really wanted the ghost mode to be like the "full incorporeal" mode (that you can toggle on and off with 0 button). In that mode you move more like a ghost, gliding and floating everywhere, but it was so unpredictatable (because you can phase through anything at all), that I made it the non-default setting. I hope you got to give that mode a try, it might have been more like the movement you were expecting.
I have to say as well that I am glad to hear that the highlighted floors did help, as I wondered a number of times if things were clear enough.
Thank-you so so much once again for the feedback, maybe I'll get time to re-work this but without the parkour (or at least a refined version of it). I think I would lean fully into the full incorporeal mode too. I maybe could even add a second version to the itch page that has the full incoporeal mode as default, hmmmm.
Comments
Being able to play as a ghost is a unique gimmick, and one that I quite like a lot. Being able to phase through walls seems cool, but was a little disappointed that that's kind of all I could do as a ghost. Being able to die as a ghost seems a touch oxymoronic, but I suppose that's a criteria for a gameplay loop to exist, it needs to have a lose state.
I had a lot of trouble with the parkour, whether the game let me wallrun or jump off a wall or even just double-jump was a little bit finnicky, and I spent a bit of time trying my best to continue on through the level. I really emphatically do not like it, and especially on a conceptual level--if I'm a ghost, I think it would be better to float around ominously, not do ninja flips off walls. Unless I was the ghost of Hanzo Hattori, but unfortunately Ghost Dog II: Debbie Does Dallas doesn't exist yet.
I don't mean to seem down on this, though, playing as a ghost is still extremely cool and the aesthetic looks wonderful. The bright purple environment offset by green bullets and yellow pickups immediately makes it very clear of what to do and where to go, and even if I had a couple question marks the red floors also gave a clear indication of what could be floated through. Well done, and thank you for submitting!
Thankyou so so much TerminusEst13 for checking it out, I am so glad you had some fun with it! :D
Yep I wasn't sure keeping the parkour in was the right way to go about this one. In my head I thought it would make it more interesting to have you do wall jumps and stuff like in usual parkour games, but with the added challenge of facing a solid wall at the end of jumps that you would have to phase through at the right time. In the end it did cause me alot more problems than I would have liked, and didn't quite turn out as planned.
I really wanted the ghost mode to be like the "full incorporeal" mode (that you can toggle on and off with 0 button). In that mode you move more like a ghost, gliding and floating everywhere, but it was so unpredictatable (because you can phase through anything at all), that I made it the non-default setting. I hope you got to give that mode a try, it might have been more like the movement you were expecting.
I have to say as well that I am glad to hear that the highlighted floors did help, as I wondered a number of times if things were clear enough.
Thank-you so so much once again for the feedback, maybe I'll get time to re-work this but without the parkour (or at least a refined version of it). I think I would lean fully into the full incorporeal mode too. I maybe could even add a second version to the itch page that has the full incoporeal mode as default, hmmmm.
All the best.
Am I doing something wrong? Could not leave the starting room
Hold Left Shift or Mouse Scroll Wheel Button to turn incorporeal. It allows you to walk through certain walls.