Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Little Ghost: HTD (Prologue)View game page

Submission to Metroidvania Jam
Submitted by JD Nation (@JDNationGameDev) — 4 days, 22 hours before the deadline
Add to collection

Play game

Little Ghost: HTD (Prologue)'s itch.io page

Results

CriteriaRankScore*Raw Score
Execution#63.8003.800
Enjoyment#83.7333.733
Overall#93.7173.717
Metroidvania#143.6003.600
Sensory#153.7333.733

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Gamemaker Studio 2

Team/Developer
JD Nation

External assets
None.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Felt a bit confusing at first that I wasn't able to jump, wondered if I was just missing something, though at the same time I was able to progress and figured I'd just see where it'd take me. But it does feel a bit jarring as we're so used to jumping in games, and I wonder if a simple story-related reason for the inability to jump (and later learning to) would help with that (maybe the stereotypical ghost with ball & chain look lmao).

Shift + X for moving down platforms seemed a bit weird as a button choice, until ledges became a thing. Still, if you're not using the arrow down key for anything, maybe just pressing down would be more intuitive? Speaking of buttons, I'm not sure why the UI doesn't allow me to use spacebar (e.g. when moving through text), and why the button for skipping text is different from the button to proceed to the next sentence. That felt a bit unintuitive to me. On the other hand, I was afraid I wouldn't be able to remember all the controls for grabbing ledges, but those ended up feeling pretty intuitive.

The intro felt a bit long to me. That's partially because when playing a game, I generally prefer to be thrown into it immediately and get to run around, get a feel for the character and controls, etc. I'd prefer a cut scene to happen after I've done a bit of running around, preferably by running into that character myself. It just makes it feel more like I chose to start the cut scene, rather than this feeling of waiting around for the game to begin. But that could very well just be me.

These are all pretty nit-picky things, though. Generally, the game felt good to play and the challenges were fun and of the right difficulty. The checkpoints always felt fair and prevented any annoyances on dying. I quite liked the section from the first screenshot, with all the jumping from ledge to ledge.

Developer (1 edit)

Thanks for the feedback.

While it's not super explicit, the way the witch talks about Luna being weak and frail was supposed to be the reason she couldn't jump, or do anything else.  But like you say, people are so used to jumps being a given.  Maybe a bit of optional descriptive text in the first room like "I'm weak as a kitten.  I can't even jump up to that ledge" would do the trick.

Actually, if I had the time to make a longer game, and I wasn't trying to squeeze quite a few abilities into the run-time, I might have made the whole tutorial centred around not being able to jump.  And I wanted to give the character a different (maybe slower) walk cycle prior to getting the Jump Upgrade, to greater contrast the frailty with getting stronger.

The controls may need some tweaks.  Like you say, the R1+ stuff may be superfluous.  It's actually a carry over from another game concept where up and down certainly had other uses.  So I considered simplifying it in this, but like you say, it makes a bit more senese after ledges are introduced, and if I did have time to add some more abilities I might have had to change it back.  Right now the only clash is, if you want to go down stairs/avoid climbing stairs by default, you can hold down while moving.

I was this close to making Z speed up the dialogue too.  And did consider making Space a viable choice.  I guess the reason I kept X and Z as separate functions was to make it less likely that people would skip text accidentally, since some of it does have dynamic typing, and even pressing Z to go to the next box could mess with it.  I guess I could have a speed negation variable so players need to release the button before they can speed it up again.

I get what you're saying about the intro.  I'm quite used to wordy games, and even I thought it was slightly too long.  But I wanted to establish the characters, the mystery, and introduce branching dialogue, so I didn't feel like I could cut any of it.  I did intend to include an intro sequence depicting the chase that was alluded to (which might have helped a bit), but it didn't feel like I had time to spare for it.

The feeling of initiating a cut-scene rather than being just dropped in one makes sense.  So I wonder, did the Slime Stuff interactions feel less intrusive?

Glad to know you liked it generally though.
Thanks for playing! 😄

Submitted(+1)

I think a line like that would work well! It's simple and gives the player that instant feedback.

I'd be careful implementing something like a slower walk. The idea makes sense on paper but tends to annoy players in practice. But you could do a 'weaker' looking walk animation, perhaps. And don't underestimate how the gameplay itself makes the player feel; being unable to reach spots that seem within my reach already makes me feel weak, or having to avoid things that insta-kill because I have nothing to protect myself. And picking up abilities that now let me do those things already flips that feeling around, with or without a 'weaker' walking cycle.

The way I handled the text is: press Space once, it skips the dynamic typing process by writing out the full text, press Space again, it moves on to the next bit. It checks if the writing loop has finished, which happens either through naturally letting the text write out, or by pressing Space the first time. I can use the same button for both functions that way, and I wouldn't worry too much about people skipping text by accident, since these are common text mechanics in virtually all games.

Yeah, the interaction with the Slime feels better to me, because I'm the one who initiated it. Whereas a forced cut scene feels like having control stripped away, something that I prefer games avoid where they can.

Developer (2 edits)

Cool!

Maybe just getting the jump suffices, but I feel like it could really add an extra kick to that moment when it ups your speed too.  Plus, since it would be your starting speed, you wouldn't know what you were missing.  Long as it wasn't too much slower.  It's something I'd definitely have to try out and tweak.

On the text, your way does sound good, but I've actually never experienced it that way before to my recollection.  All the other games I've played have a Next button, and Speed-up button, and a Speed-Skip button (sometimes a double input).  Could it be a Western vs. Eastern thing?  EDIT:  Oh wait, I can think of a few actually.

Cool  Though doesn't seem like anyone's taken him up on his side-quest so far.  I wonder how much that's not caring, forgetting, it being too well-hidden, or it's a Jam and people are just trying to get through at a brisk pace.

Submitted(+1)

very cool, a well done set of mechanics! I enjoyed having the jump be an unlock. I had some worries about if I just missed what the jump button was or something but the level design reassured me that I was playing right, as it was all completable with just crouching. This section was pretty fun. I think the style overall was pretty good, but would have benefited greatly from some more variety and areas. I think the story was pretty efficient, it managed to be fun to read and think about without overstaying its welcome too much. I like the main character being a simple silhouette, it looks nice aesthetically and is also a very economic decision for the jam. I also think the grab upgrade felt really satisfying and helped see the level design differently. I think the final version of the character, with the jump, grab, and attack felt pretty smooth to control and it would have been very cool to see some more wacky abilities, ie ghost powers or something. Overall I just ended up wishing there were more levels, I really felt like I just started to get in the swing of things when the game ended, so keep working on it! Great work 

Developer

Thankyou very much!
Good to know it's all reading well.

Submitted(+1)

That was phenomenal! My only grip were the graphic but can't say much for all the small systems you implemented that works wonderfully. The story is a nice touch and is something I wish I gave more time to it. The level was a bit more claustrofobic but it being a tutorial work well. Looking foward on how you'll open up the world after the prologue because the premise is great

HostSubmitted(+1)

Nice sensory aspect. Noticed the fog over the environment, nice addition to the atmosphere. I was confused with the controls for a bit, I tried playing with a controller first but couldn't fall through platforms no matter what I tried, so I switched to keyboard. I had fun overall, I liked the crouching puzzles when you don't have the jump ability. Nice one!

Developer

Thanks!  When it asked you to drop through the platforms, did you get an 'L' prompt?  It was supposed to bean 'R', but someone else had this issue.

HostSubmitted(+1)

It might be, I don't exactly remember. I did go back after your reply and found out it was RB + B, which for some reason I didn't find. I might be tired lol

Submitted(+1)

Amazing title! It was so strange and interesting experiance for me to not have ability to jump at the begining, but puzzles with platforms and crouching were very satifing. Ability to climb on platforms was also suprising for me and it leads to more cool applications of this ability in puzzles. This game was one of the most enjoyable for me. I think it needs some polish when it comes to graphic, to make more unified style, but on the other hand music was great, dialogues were really nice written, so I was able to feel nice vibe of the game.  Also when it comes to design: the checkpoints were placed very good, so you can try again to solve how to pass the puzzle but you were not annoyed, that you need to make long way to the puzzle. Last one was super hard for me though, but I was able to make it in about 30 try I guess. Thank you for this entry, great job my friend! If you would ever want to join forces for some other jam, so I could add some visual elements, remember: you have my axe!... I mean pen :)

Developer (2 edits) (+1)

Thanks so much!
Glad you enjoyed the puzzles.  If I had a chance to make a longer game, I might have drug out not having a jump even longer, since it seemed like a neat idea to me too, and it did make the character seem weaker.  I also wanted to give them a meeker walk cycle up to that point to drive it home, but that went on the back-burner.

I even toyed with the idea of having limited ability slots, so at any point in the game you could have several abilities available, but could only load so many at a time.  Some would be necessary for certain areas, while others would have addition utilities, or affect what routes were available to you.  Though again, that's bigger game stuff.

Graphically, yeah, I was so focused on pushing forward, there is quite a bit of incohesion with the art style.  Some of it's pixel-ey, others more drawn etc.

I'm a little ginger of collaborating on Jams, partly because I fear dragging others down, but partly because I just really enjoy working on all parts of a game.  But I'll keep your offer in mind.  I did really love the look of your game. 😎

Submitted(+1)

Hey, I really liked this one! The sound effects during the dialog and cutscenes were a nice touch. Some puzzles got me because of the controls, but other than that, it was a blast. The art's on point too. Good stuff!

Developer (1 edit)

Thanks.  I actually intended the dialogue system to be used for an over-lapping Jam that was Visual Novel themed, so that's why it got quite a bit of attention.  Not sure if I'll have time for it now with rating and such.  (Maybe a short one.)

Can I ask what you found tricky about the controls specifically?  I assume it was the Keyboard ones.  I noticed most games so far use WASD, while I favoured the directional buttons and Z-X-C-SpaceBar.

Submitted(+1)

Yes, regarding the controls I was referring to having to combo buttons. I can't remember last time I've played a game featuring right handed movement and left handed actions (except for of course on itch.io jams). It's hard for me because I'm so used to the WASD controls on my left hand and actions on my right. 

So the main issue for me was having to combo a bunch of actions without a softer learning curve (ease in). So it was a struggle for me personally, but one easy fix is to bind both WASD and arrow keys (and respective action keys). The other thing that could be done is a bit of easing in for players to get comfortable with controls but that's hard to do during a Jam time frame!

But this was a great submission and I can defiantly see the effort you put in so great job!

Submitted(+1)

The witch was definitely a 10/10 waifu material.

I luv that there was no jumping mechanics, the controls... were not very comfortable though, definitely needed some getting used to.

Developer
The witch was definitely a 10/10 waifu material.

Excellent!

The controls... were not very comfortable though, definitely needed some getting used to.

Not so excellent... I'm starting to wonder if my sensibilities aren't in-line with most others, since so many Jams have used WASD at the main template for their controls.

Submitted(+1)
I'm starting to wonder if my sensibilities aren't in-line with most others

I like to think that just makes you more unique and special

so many Jams have used WASD at the main template for their controls.

I don't think you need to copy everyone else's control scheme, you just need to make your controls either remappable or a bit more intuitive; but overall I don't think the controls take away from the overall quality and fun factor of the game.

Submitted(+1)

Hey that was pretty cool. I couldn't get the controller input to work for dropping through platforms so I had to switch to keyboard and that worked smoothly. I liked the reuse of space, areas that I go through in the beginning then return to with more abilities felt good. I always like seeing fellow GameMakers, Nice job!

Developer (4 edits)

Thanks man!  Glad you liked it.
Though the control issue is concerning.  You were holding R1 and not R2 right?
Also, did you complete the side-quest?
I'm not sure if anyone has yet, and I'm wondering if I hid it too well.

Submitted(+1)

No, I don't think I saw the side quest. I'll play again and look for it. as for the controller, it prompted me to hold L(I think I was doing  L2) not R1 so that's probably it. I'll try that again too.

Submitted(+1)

In general, I like it. The character's sprite looks unusual and worked out. But the same type of environment sprites are starting to confuse and it's unclear if I've been here before or if this is a new part of the map. But otherwise, the game is quite interesting.

Developer (1 edit)

Thankyou!
I was hoping the room shapes were different enough to be intuitive.
Guess I should have added more unique background assets.

Submitted(+1)

Very fun and would definitely like to see more. The controls feel fluent and responsive and I wasn't expecting the parkour abilities which were fun once I got the hang of it. Music is soft and soothing and the art style is well done. Unfortunately I didn't save slime guy from his student debt.

Developer (1 edit)

Poor fella.
Thanks for playing!
Sorry I can't get you back though.
I tried running your game, and even after running the setup, it still didn't work.
Apparently my DX is more up to date than the one you included, so I don't know if that's the issue.

Submitted (1 edit)

Hmm, does anything happen when you click the .exe like an error or window pops up but immediately closes?

Edit: Also do you have a multi monitor setup?

Developer

No on the multi-monitor.
The error that pops up says it can't find MSVCP120.dll.
It says it about 5 times actually.  You have to keep x-ing it.

Submitted (2 edits)

Ah ok I think its a VC issue, I wanted to create an installer that would do everything for you but ran out of time. Hopefully this will do the trick. If you are interested you can download it here: https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-al...(run the .bat file it will install all VCs which is helpful for other games/software) if your leary about doing it no worries, I need to pull the ones PGM uses and keep them with it (  I think PGM needs 2010/2012/2013/2015 VCs. )

Developer

It works on my old laptop for some reason.
I don't think I'll be able to record it, but I'll play it on that tomorrow,
So far, really cool art.  Do I have to unlock the dash?  I can't dash.

Submitted

Good to hear it works on your laptop :) and yes dash + double jump both need unlocked (if you get stumped on the first level I posted how to get through on a comment on my submission page)

Submitted(+1)

Really liked the sountrack and the controls felt prettty nice. The dialogue was pretty cool as well.

Submitted(+1)

Pretty fun too much dialog for me personally but thought the gameplay was quite good! Didn't expect a game without the jump button at the beginning but this pulled it off well. Good job!

Submitted(+1)

Favorite game in the jam so far.  The controls feel great and the platforming's really fun.