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A jam submission

Apple Ghost DeliveryView game page

Submitted by Yedamameday — 4 hours, 46 minutes before the deadline
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Apple Ghost Delivery's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#764.0254.025
Game Design#2323.3753.375
Theme#2833.3753.375
Overall#3463.1293.129
Fun#4052.9502.950
Innovation#4542.8002.800
Audio#6442.2502.250

Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does you game fit the theme?
the theme "you're not alone" made me think of a game that is 2-player puzzle game with the twist of same input

Did you write all the code and made all the assets from scratch?
yes, except the code, all sprites were drawn from scratch while the code is half-ly from tutorials

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Comments

Viewing comments 5 to 1 of 25 · Previous page · First page
Submitted

The artwork and animations and scene transitions (the little stripes wiping the screen) are so nice in this. Really beautiful game. The level design was really nice and let to a lot of cool “aha” moments like realizing that ghosts don’t fall into pits. Really fun game that fully explores the mechanic.

If I had to change one thing, it would be allowing the player to move a little faster (and I also feel like sometimes either me or the ghost would move alone when I would have expected them both to move, might have been missing something though?)

I got several levels in but I want to come back and try to beat this after the rating period, really addicting game. Thanks for sharing. My game is linked below if you want to try it out.

Submitted

Amazing sprite work and a nice concept, I feel like the levels got better as you went along.

Best game 5/5.

Submitted

This was a really nice looking game, it had a good idea and stuck to the theme well, although it was a little tricky it was a really nice game

Submitted

The aesthetic & sprite work was really nice, and I think you fit the theme nicely with the spin on co-op gameplay! Design-wise, I think it would've been interesting to have the green character take separate actions or have its own goal / room, because a good amount of the early solutions just felt like jamming them into a corner or bumping into walls to make it to the exit. I also felt that the timed mechanics (poison clouds & sliding blocks) were a bit frustrating when tied with the strategy-puzzle element, but I could definitely see it working with more refinement!

Viewing comments 5 to 1 of 25 · Previous page · First page