The story-telling approach really got us into this one!
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Ghost in the Graveyard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept (gameplay) | #88 | 3.417 | 3.417 |
Overall | #108 | 3.500 | 3.500 |
Presentation (visuals) | #124 | 3.500 | 3.500 |
Adheres to jam theme | #128 | 3.583 | 3.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really nice game, I especially enjoyed the spooky sound effect.
Controls and everything felt pretty intuitive and the layout of the graveyard was interesting enough to not become overly repetitive while searching around for the items.
The only issue I had was with using the shovel, the hint bubble thing was above a cat/rat and I kept trying to run into it at different angles and hitting space and clicking on it with the mouse, I eventually just started bumping into everything in that area and found where I was actually supposed to use the shovel. Not a deal breaker, but could be a little more clear there.
Anyways, really great entry, especially for what seems to be a first jam completion.
Thanks so much for playing! I agree with the shovel part. The friends I had playtest all found the same issue. The initial plan was to allow for dialog with more NPCs. I was hoping to use this to create more specific hints on what to do with the shovel. But, time was running low. Thanks for the feedback! 👻
First of all, finishing any game in 48 hrs is an accomplishment, so good job.
Pros: The environmental design is really intuitive; I was guided to where I needed to go without even realizing I was being guided there until afterwards for the most part. The game was about the perfect length for a game jam game, and the little animations were all well implemented. And I felt like it was paced very well too, although that was hard for me to gauge in this case (see bellow).
Cons: So, I actually played this with my sound turned off (accidentally) and so I got stuck looking for the soda can. I got pretty frustrated and confused, but that's really not the developers fault per se. I also didn't realize I could click the mouse to progress the dialogue, so I wondered around for a few seconds with the first line of dialogue on the bottom of the screen. So again, don't know that that's the developer's fault. However, clarity is important, and it's a good reminder of the importance of communicating to a player what they can and can't do (usually through a well crafted tutorial, in bigger games). The other nitpick I had was that moving around the tombstones got cumbersome when I was looking for the soda can, but again, if I'd had my sound on I would not have been looking for it for as long as I did.
Overall, I think this is a solid game, and I believe it's the developer's first released game, which is even more impressive. Keep up the great work and keep coding!
Enjoyed playing, it was fun wandering around trying to figure out where items were to collect and then what to do with them. Liked the "spook" function. Very nice use of Kenney assets! The only thing missing was some music. I can't be too critical... I got behind and had music but not SFX in my main game play. Very nice entry.
Starts with good reference :) I wish there was a darker atmosphere, great game!
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