I found it hard to move the character without bumping into the ghost or the enemies. As someone else mentioned, it basically just devolves into moving in circles over and over.
The game crashed during Night 4, with the error message:
ERROR in action number 1 of Step Event0 for object obj_boom_game:
Unable to find any instance for object index '64' name 'obj_boom_enemy' at gml_Object_obj_boom_game_Step_0
Ah delicious, finally a good proper crash. I fixed up and reuploaded the .zip to the page, so that should be the end of that.
As for character movement, you're pretty much expected to kite the ghost since it homes in on your position like a boomerang, and being able to predict where the ghost is going to go is the key to getting rid of enemies. You can also move further from or closer to the ghost to change how far it hurtles past you.
Are you having trouble with enemies on the first two nights as well, or just 3 and 4 with the actual moving enemies? The non-bouncer enemies are coded to swerve from the player's vicinity, though it's slower to kick in when they're at much higher speeds.
I thought having goals based on collecting icons or hitting enemies in a specific way would encourage moving around the whole screen while also kiting the ghost (whether in circles or not). Are you wanting something different from the movement and dynamic between the player and ghost, and can you elaborate on it? If enough people comment (or hit the feedback button to keep their feedback private) thinking the system should be changed or overhauled, then that's a sign of room for improvement. But so far, this is the kind of mechanic I want to stick to my guns on.
Even though the player is incentivised to run around the whole screen to collect Likes or multipliers or avoid enemies, you're rarely being forced to move to specific spots on top of juggling the ghost movement. It's unfortunate but the levels here are just supposed to ease the player in for later stages down the road with new obstacles to compound the current gameplay (rain, policemen trying to escort you into a car, people with guns, cyclists etc). The general player control will always come down to moving around the screen though, it's a low-scope project so there won't be any plans for mini-games or characters with different genres of gameplay.
The best way of juggling the ghost is moving in circles is probably a better way of putting it, also the shop could be advertised a bit more, i closed the game then saw a screenshot of the shop on the itch page and went and bought stuff on it.
Comments
I found it hard to move the character without bumping into the ghost or the enemies. As someone else mentioned, it basically just devolves into moving in circles over and over.
The game crashed during Night 4, with the error message:
Really good sprite art, though.Ah delicious, finally a good proper crash. I fixed up and reuploaded the .zip to the page, so that should be the end of that.
As for character movement, you're pretty much expected to kite the ghost since it homes in on your position like a boomerang, and being able to predict where the ghost is going to go is the key to getting rid of enemies. You can also move further from or closer to the ghost to change how far it hurtles past you.
Are you having trouble with enemies on the first two nights as well, or just 3 and 4 with the actual moving enemies? The non-bouncer enemies are coded to swerve from the player's vicinity, though it's slower to kick in when they're at much higher speeds.
I thought having goals based on collecting icons or hitting enemies in a specific way would encourage moving around the whole screen while also kiting the ghost (whether in circles or not). Are you wanting something different from the movement and dynamic between the player and ghost, and can you elaborate on it? If enough people comment (or hit the feedback button to keep their feedback private) thinking the system should be changed or overhauled, then that's a sign of room for improvement. But so far, this is the kind of mechanic I want to stick to my guns on.
The art and sounds are good, the gameplay ends up being a lot of just moving in circles.
Even though the player is incentivised to run around the whole screen to collect Likes or multipliers or avoid enemies, you're rarely being forced to move to specific spots on top of juggling the ghost movement. It's unfortunate but the levels here are just supposed to ease the player in for later stages down the road with new obstacles to compound the current gameplay (rain, policemen trying to escort you into a car, people with guns, cyclists etc). The general player control will always come down to moving around the screen though, it's a low-scope project so there won't be any plans for mini-games or characters with different genres of gameplay.
Thanks for taking the time out to play the game!
The best way of juggling the ghost is moving in circles is probably a better way of putting it, also the shop could be advertised a bit more, i closed the game then saw a screenshot of the shop on the itch page and went and bought stuff on it.