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Cyberghost's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1948 | 2.833 | 2.833 |
Overall | #1971 | 2.944 | 2.944 |
Originality | #1991 | 3.111 | 3.111 |
Presentation | #2763 | 2.722 | 2.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You slowly lose control over your character
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Really fun, and really original idea! Love these kinds of stealth games. You should totally take this concept further!
Thanks for the feedback! Given the overall positive response to our game, we will for sure consider building a bigger game based on this concept :)
Thanks for the feedback! I must agree that difficulty curve is steep and some levels are very hard - especially the 1st and 3rd turned out to be a huge difficulty spikes. Every level can be however completed in a way which doesn't require you to perform any luck or reflex dependent moves, even though sometimes it can be really tricky to come up with a reliable strategy. Nonetheless, I'm really glad you've enjoyed playing our game :)
Idk why but I speedrunned it [click_me]
Great game. I love the mechanics.
Thanks for playing, glad you liked it :)
The concept is great even if a few other games use it and you gave it its own unique spin, love it!
Thanks for the feedback, glad you liked it :)
Really, really clever idea. The presentation is amazing, everything is polished. Incredible job!!
Thanks! Glad you enjoyed :)
LOVED the concept. Amazing job!
Thanks! Glad you enjoyed :)
Couldn't get past "Hangar" level because enemy line-of-sight extends forever past their torch. Lifespan of infected enemy feels too short for you to hide from enemy line-of-sight until you can engage the next target.
Thanks for the feedback! Unfortunately we didn't have enough time to have other people playtest the game before the deadline, though majority of them agreed that the Hangar level was a big difficulty spike. Keep in mind that it was our intention for the game to be difficult, but all of the levels are possible to complete - they may simply require a dozen of retries, careful planning and trying out different strategies.
Getting shades of The Swapper from this, really like the idea, though I think it could use a timer or visual indicator other than the character starting to move independently showing how much time you have left in the current host before you fail a mission. Really cool concept, I'd be interested in seeing a more polished version in the future! ^^
Thanks for the feedback! In fact, there is a visual indicator for this - the lights on your helmet are gradually fading, becoming black once you lost. I must agree however that this can be easily overlooked during the gameplay.
Oh, I didn't notice that, but now you've pointed it out I can see it. Yeah, I think it still needs some kind of powerbar in the interface though, but thanks for pointing it out. xD
Great game.