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Boo [Trijam 258]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #18 | 2.583 | 2.583 |
Visuals | #29 | 2.500 | 2.500 |
Gameplay | #29 | 2.250 | 2.250 |
Overall | #29 | 2.383 | 2.383 |
How well does the game fit the themes? | #31 | 2.333 | 2.333 |
How much do you enjoy the game overall? | #31 | 2.250 | 2.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
4 hours
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Comments
very cool ! I like the way the differents ghosts has differents kind of moove. Somenone stucks, other try to follow the player etc...
I thought the trap were secret way to go from a room to another room.
Moonlight Sonata is a banger of a song I was jamming the whole time. Like the turn base-like movement.
Moonlight sonata is always a vibe! It is more sad than scary of a melody so it made me think it was just same old sh*t just different day for the green guy.
One idea is that you could see areas on the main floor you could not get to, so the hatches lead to the basement or another floor with a different layout with stairs to crawl back up to those closed off rooms.
I liked the basic mechanics of the game. The movement speed of the character was balanced with the speed of the ghosts. I didn't understand if there were mechanics behind the hatches?
Passing the ghosts in the narrow corridors was difficult because their collision boxes were so big. Maybe player could get through the ghosts? I collected all the money but nothing happened. Was there anything else in the game that should have been done to win, or was the win condition completely missing?
It was nice to play, keep up the development!
Hatches would be a trap that would be instant death, but the falling animation interfered with the player's movement, and there was not enough time to find the issues, so the damaging part to the trap was cut.
The narrow corridor was a typical design reverse mistake, i.e. rooms were made before the ghost.
The coins were the last thing I added; I realised with one hour to go before submission ended, there was no goal, so the coins were the last thing done. I only just got animating and collecting and had some issues with restarting the game. So having a formal end just wasn't the time there.
Thanks for all the feedback.
Ah I see! I thought that hatches could be some teleport from room to room so therefore player can escape if situation is too tricky. Another thought that came to my mind if you wanna scope down the game, there could be just one room with some obstacles and you need to collect all coins or other collectibles and same time avoid ghosts and after that hatch open and you can escape.
Thanks for your answers ´・ᴗ・`
This project is very much incomplete, but please add feedback on what you think could have been done with it. I will be interested in your feedback and ideas.