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A jam submission

Ghost BastardView project page

Submitted by Wihtikow — 7 hours, 8 minutes before the deadline
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Play book

Ghost Bastard's itch.io page

Results

CriteriaRankScore*Raw Score
Clarity#14.5004.500
Overall#33.7673.767
Theme Relevance#53.5003.500
Potential playability#93.3003.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I felt like the intro was well-written and clever, a great way to draw someone into a document as such.  The diagrams and charts are not just pleasant and simple visualizations, but useful for setting a great baseline internalization of how the game is supposed to work as a player, and what a developer needs to achieve.  Wonderful!

Submitted

I've never wanted to be a ghost bastard so bad. 

Seriously though, this game looks awesome, and your GDD was laid out beautifully. While there wasn't really a losing condition, I think it could be build as something similar to Kick the Buddy, where there isn't as much a losing condition as there are simply better and better ways to spook people. Your layout was very clean, and the visual aids were well made and easy to understand. Overall, lovely job on the jam. 

Submitted

This game is a pleasant tangent from the 3D Puzzle Room mobile games I used to play.

The new kind of environment interaction and objectives to complete are a welcome deviation from that gameplay formula.

Your GDD is also well laid out with excellent visual aids and references to help bring the vision of the game together. It was concise and posed enough thoughts about each of your subjects (Inhabitant AI, Spooky's tap controls, the Scare-o-meter, etc.) to introduce the idea to potential teammates.

The only thing I didn't either see immediately or understand was if there was a losing condition in the game and what that might entail. You did mention that if the player didn't do any possession or create enough of a disturbance for the Inhabitant to notice and be spooked that their scare-o-meter would slowly drain over time. This doesn't matter as much if the game is meant to be a penalty-less casual experience but if it's meant to be that way it should be mentioned in the document.

Overall this was a fun and colorful read! I wish you and your project here well in your future pursuits!

Submitted

Hi there! Just wanted to say that your GDD is one of the best among the ones I've read so far! The pitch drew me in immediately and I had a clear understanding of what this game could look and play like. The GDD is short and concise, and luckily you were able to include useful diagrams. 

I think you're off to an excellent start! I like the idea of the house remodeled when someone new moves in and the ghost being able to possess things, but I felt that maybe your game could include a few more mechanics. Without getting too complicated, maybe the ghost can cause the lights to flicker or create a brief power outage. They could even make strange noises. 

I think this game is unique, playable, and hope it becomes real!

Submitted

Love it -- want to play.

I feel like you've got the start of a great idea, but I feel like you only touched the surface. Instead of the same place being remodeled, the ghost could be trying to clear out an apartment building, and you could have it so that each person the ghost is trying to scare off has different triggers. Some are easy and will flee at the first moving mug, others might take a lot of effort to get rid of, etc.

Submitted

With gifs and everything!

This looks fun and whimsical, and you've laid out the game loops and everything nice and clearly. I love the Goose Game as a comp. It strikes me as a small sort of game, but mobile games often are.

The one issue I had is that I don't see anything about failure--it doesn't seem possible to lose the game or make a mistake with consequences, so as described, it seems like it would be trivially easy. (I'm sure there are consequences, I just don't see them in this GDD.) But that's really it.

Submitted

There are a bunch of submissions and I wanted to give feedback to everyone, so I'm going to list some strengths and weaknesses that I perceive from the GDD's in this challenge (take with a grain of salt, I recognize the challenge this jam theme + time limitations, especially during a holiday weekend).

Strengths: The game seems very cute and fun. I really appreciate you using diagrams and GIFs to clarify things in the document. I completely understand how the game is meant to work in terms of game loop and "enemy" behaviours. I would actually consider the idea of the "Super Spookyhouse Maker" as a real win for this game. If you can use this to allow your player base to mod the game and add their own designed houses, the game could have an amazing community and add extra content to your game for free!

Weaknesses: I don't know how different this game is from other POP (as you call them, and so will I forevermore) games. I think it fits exceptionally well, but I think adding rogue-lite is a little misleading. The game has some replayability in the procedurally generated houses, but it requires more mechanics to classify as having rogue-lite elements. That said, I think it would be fairly easy to remedy this. 

Overall seems like a fun game, but some additions to this game would make it a knock out for me.