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(+1)

This game is great! The art-style is very charming, and I love the money-managing gameplay loop of deciding on whether to buy consumables, trapping items, or save for skill upgrades, when you're in the shop. And when you're in a floor, you have to consider whether you can afford to go without healing or whether you can even catch another ghost this level, to get more money and conserve resources.

I felt like the Dodge skill wasn't very useful. Giving the opponent an extra turn, in exchange for two turns of them getting a (at max 30%) chance to miss isn't ever really a good thing, since it's an on-average 40% chance to still get hit, despite wasting a turn. It's only kinda useful if you're stalling for item uses, but even then, it's not that useful.   

I was a bit disappointed that you could only encounter the three Warrior ghosts once, rather than them becoming recurring (although hopefully rare) enemies, since their higher strength and more expensive catch items made the game more entertainingly difficult. Although, I think the Green Warrior is more difficult than the Yellow Warrior, so should probably be put first.

With allowing the Warriors to respawn (maybe just the Yellow?), or just adding some more difficult-to-beat common enemies with more expensive catch items, plus some more consumables/permanent upgrades (eg an item to do increased damage, or allow an extra move, or a permanent upgrade to increase max health or upgrade your radar (like showing the types of ghosts on radar, or items on the ground)), I'd love to play an endless mode or longer, non-endless mode of this game!

(+1)

Sorry for the long reply, such a great review

We are thinking in infinite mode to add bosses repeatedly, but it makes more sense for the story that they will still be once. For more variety I think it would be better to add more new regular enemies, but we don't plan to do that right now

Character upgrades are also planned, namely we planned that each boss will give us some kind of upgrade, but we didn't have time for that, so we limited ourselves to a large amount of gold.

Glad you like the project! :3

No need to apologize for a "long" reply, it's good to hear you had so much to say about my comment. Plus, mine was a lot longer, lol.

Making the bosses give permanent upgrades makes a lot of sense! That makes them stand out a lot more, than just feeling like stronger (albeit sometimes a LOT stronger) normal ghosts. To be honest, green and Pink felt a lot more unique than Yellow, since it seemed to me like Yellow just had more stats, and no special gimmick like regen or guaranteed binds. I totally get why you didn't implement those in this version. Game jams are often like that. But hopefully you keep working on this, I can tell it has a lot of potential.

I think that adding at least one more basic enemy would make a lot of sense, since with just two basics, that are both about equal in terms of difficulty, it makes things feel pretty same-y (although, I have to compliment the capture item system in that regard, since it makes the ghosts a lot more distinct, since you have to pay attention to which capture item you have when engaging them). But, you don't really notice the sameyness unless you're playing for a longer time, like past the Pink Warrior (which obviously you will be in your next update).

A couple minor pieces of advice I forgot to mention: I think it would be good to in some way mark that the Warriors are unique, boss-type enemies to the player. When I first played, I bought a set of Belts earlier than I needed to, and bought a second one after beating the Green Warrior, since I didn't know that, and I wanted to be able to catch one if they appeared again. Maybe make the boss capture items only purchasable if the boss is needed for the next level, or make them go "out of stock" once bought for the first time, or just change their descriptions to say "used to catch a boss/unique ghost" or something along those lines.