Pretty cool game. Some of the ghost placements are a tad unfair and are almost guaranteed to hit you on your first playthrough no matter how careful. But once you know all the locations, the game becomes really simple. I think expanding on the combat would help so you could rely less on unfair placements and more on engaging combat to control difficult. For example, a ghost that, when it’s first hit teleports behind you could be interesting to vary the gameplay. Or a bigger slower ghost that doesn’t get stunned and will constant lumber towards you. One other thing is that there’s no real reason to not be constantly firing. If the player moved slower while shooting or it was tied to a resource or something, you could create more tense and interesting scenarios that force the player to be accurate with their shots and not just straffe into the ghosts. Regardless, it’s a cool foundation you could definitely expand on
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Beltbuster's itch.io pageJudge feedback
Judge feedback is anonymous and shown in a random order.
- A quite nice little beginning to a game! I enjoyed how stylized the map and the title screen - it greatly reminded me of the current "old school" shooter games of current times. Running around the mansion (?) was also fun, the map revealing itself as you wandered into parts of it was a neat idea that kept tensions high as I hunted the ghosts. As far as demos go this one wasn't extremely short and the first map was a decent size as well. However, the lack of any real personality or explanation of the main character and her world was a bit disappointing. Speaking of - the ghosts may need a few adjustments. They are a tad too fast and can hit you in very quick succession, which makes aggro'ing more than one or two at a time an effective death sentence. That also means that constantly keeping your gun on, ready to deal with any ghosts that may pop up in your vision is pretty much the way to go as well. I would really like to see this game get expanded on, so let me suggest a few things. Firstly, make the basic ghosts a bit slower - fast ghosts can be a different enemy type for later, perhaps. This would let people get more used to the game before you drop some fast boys on them. Secondly, adding an intro and maybe some comments from the Main Character as the game goes on would do wonders for this project. Thirdly, introduce some sort of "overheat" mechanic for the laser to inceptivize people against just keeping it on all the time, giving the game a bit more of a strategic depth.
- 11th Place Score: (58/150)
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