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A jam submission

Shooty GhostView game page

A Spooky Mansion Adventure
Submitted by Sinshai — 8 hours, 51 minutes before the deadline
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Shooty Ghost's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#982.9393.600
Use of the Limitation#992.6133.200
Overall#1092.5723.150
Enjoyment#1152.4493.000
Presentation#1252.2862.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Sinshai: Developer

Software used
Unity and Photoshop

Use of the limitation
I used the shotgun limitation as a 'double jump' mechanic for my platformer.

Cookies eaten
4

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Comments

Submitted

Sound effects and music were really great. Took a lot of getting used to the movement, but a fun little game! Great job!!

Developer

Thanks! Yeah I think I should have made the shotgun blast a fixed distance for more consistency.

Submitted

It was a solid experience. I liked returning back to the beginning. Managed to collect 14/15 souls.

The music was alright and the shooting sound felt good. The dying/reviving effect could have a bit more juice in it.

Visually it ain't the most striking, and the character seemed a bit out of place with the style. I liked the BOOM effect on the shotgun fire though! 

I didn't get at first that I could use the shotgun as a double jump, but it didn't take long to understand. The ghost/reviving mechanic is neat. Although it can lead to some infuriating situations when you miss a jump and fall on a pillar... and you end up right at the bottom of the map. The jumping didn't feel very good sometimes: some collision glitches when you jumped near a wall or some platforms.

The enemies could use some more effect when dying, sometimes I'd second guess myself if I actually hit them, until I saw them falling through the stage. Perhaps some sprite flickering or color changing?

One thing I noticed was that the shotgun effect moves as you move the shotgun. Not sure if you used a particle system in Unity for the smoke, but if you did, changing the simulation to happen in World Space could fix this, once the particles are at their position, moving the character wouldn't move them around. Sorry if that seemed pedantic!

Overall it is a quirky platformer, enjoyed the ghost mechanic. Could be used to add lots of depth if you plan on evolving the game.

Developer

Hey I appreciate all the feedback! All good points you make. I'm definitely disappointed that my shotgun jumping has given people so much trouble.  I think I needed to spend just a tad more time on it to standardize the knockback distance. I think I need to find a good resource on Unity collision too cause I can never get it to work quite right for me. But I'm glad you were able to enjoy and finish it as a whole!

Submitted

I managed to reach the end and the option of going back to the beginning of the world by throwing you seemed ingenious, it was very entertaining the only detail was that the ghost thing was not explained

Developer

Thanks! I'm glad you enjoyed it! I put in the way back to help with the last collectibles missed. Thinking about how Spyro levels wrap around for collectible hunting. I probably should have explained the ghost mode more. I was going for a 'teach the player with the environment' approach but I guess I didn't set up the level quite good enough for that.

Submitted

I like how you have to kill your self to move into other areas of the map then revive a neat mechanic. To bad the jumping and shooting onto platforms can be tricky took a bit and some button mashing to get  some areas.

Developer

Thanks! Sorry the shotgun is a bit tricky. It actually has a hidden mechanic where knockback is based on mouse distance from the character. I probably should have communicated that better or just made it a fixed distance.

Submitted

ah that would explain why I some times was able to gt more air then other times good to know.