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(1 edit)

Honestly a really good little game. Short but sweet! Love the animations on the ghosts as they get sucked in to the bottle. 

I Did run in to a few minor bugs; Ghosts wouldn't cross over open wall doors, and I also couldn't place my bottle down there which made it hard to pass a ghost if it followed me towards one of those doors before and I now had to go back through it. If you replay the game after finishing the bottle counter never goes up so you don't get your ghost form. In the area with the big door one of the crate stacks is high enough that I was able to climb it and jump on top of the walls out of the level (also no collisions on the ceiling, not necesarry, but would prevent this from happening). Last one I found is in the room on the right of the main room (big door one) there is a hole in the floor, I jumped, it was the endless void as I fell to damnation :P Also not sure if these last two were bugs or not; Considering the big door had two keyholes on both sides I imagined I'd need two keys, but after getting the gold one and getting close I heard a clunk, I kept searching for a bronze key to open the door to area on the right of the main hall, but never found it, I approached the door again, heard the key clunk again and won the game. Not sure if I was meant to get two keys or if the two keyholes was just to pull attention to the door. Also on my second go through I went to the right door instead and found the silver key, but I never found a silver door, maybe this was the second key I was supposed to get but because I managed to use the gold key twice (guessing it's a bool that doesn't reset after using the key the first time) it didn't work? Like I said not sure if these last two are bugs or not haha

Personally I would have two small suggestions; the jump feels very floaty to me (although could be intentional because of the ghost form/me being a ghost? Not actually sure if I am a ghost), otherwise movement is pretty slidy but slick in a way that it feels good, usually I like my fps walking very stop and go exactly with when I press the button, but here it seemed velocity based, but didn't feel wrong to me, so props for that! Second suggestion I'd have is a sound (or a different one because I am not sure if one of the sounds the ghosts made was supposed to do this) for when a ghost sees you. I would often round a corner, turn around and there would be a ghost right on me without me having heard that they were following me (I did hear their moans btw, no worries, just one indicator sound of 'hey dumbo you're being chased' would help the hard of hearing like me :P, might genuinly be just me tho since I am partially deaf in one ear so maybe one of the moaning sounds had this purpose and I missed it)

EDIT Reading the comments I see you've already adressed a lot of the stuff I mentioned, great work man! EDIT_END

Honestly though a really great little game, really impressed with the use of lighting and the nice animations including the ghosts and your eyes opening at the start. I honestly think with some polish/expansion of levels/layering on the base mechanics that are there now this could be a great 4-8 hour game concept depending on how many ideas you got to run with ^_^

Really had fun playing your game! One of the most engaging ones I've played so far.

Also sorry for the essay of text >.> I can overexplain stuff, bad habit of mine. Doing it right here <- :P

(+1)

Wow, really appreciate the in-depth examination. Let's see how long my reply is gonna be, gonna make it as a list so it won't look like an essay haha

  • You are right, ghosts can't cross sliding secret doors. I guess i can make those areas walkable in the navmesh, but then they will corner you which is what the flask is for, so problem solved hehe. In the current public build I couldn't reproduce that you wouldn't be able to put down a flask in an open secret door. I managed to get pretty much in front of a ghost that can't dross the door and put my flask right in front of it, but also on it.
  • In the game jam build I forgot to reset the bottle counter upon reset,
    but the actual counter in the code still continues works, so if you had it at 1 when you reset it, it will start at 1 in the new game, but the interface will show 0. Will address this in the update.
  • As you probably read, jumping was supposed to be disabled for the public
    build. I just used it to get faster through levels for playtesting other areas, but forgot to take it out again when the deadline hit.
  • The hole in the room with the silver key is plugged for the post jam version, no more falls to eternal damnation ;)
  • The 2 key bug you found is a bit puzzling, because I can't reproduce it. The door needs a golden key and a silver key, indicated by the golden and silver keypad an either side. The golden key is in the maze on the left, the silver one in the room with two ghosts and a lot of crates. Both have normal bronze/copper keys in them as well, so you can approach them in whatever order you like. I tried it out just now and while there is a click when approaching the same keypad again after activating it, because it just checks for the bool on the player whether they have the key or not, but for me it does not open the gate. No clue what causes it for you, because I have it as a condition that both Silver/GoldenKeyActivated bools on the gate need to be true for it to open. Guess need to playtest more to figure out how this could still happen.
  • There is actually a sound cue when ghosts discover you, it might be a little subtle and is too similar to their normal moaning, but I DID think of it :) Might have to make it more aggressive though.
  • Since you mentioned it, I actually had the intention of the player turning into a ghost at the end of the game if they have been using ghost mode too many times, but didn't have time to flesh that idea out.

I'm on the fence a bit whether to expand the game beyond its current size, because it deviates from my usual style, which could be 'fixed' by swapping assets among other things, I guess. But also my usual style has only been two other gamejam games, so it's not necessarily set in stone either. Hearing though that someone would actually play it for a couple hours will let me at least consider it more. I had a couple of ideas that I didn't add during the jam to keep the scope small enough to finish it in the limited time I had available last week (technically I still have over 10h of working time available).

Thanks again for your input, if you find any more things or play the post jam version eventually don't hold back to write another essay ;)

Sure thing man! Glad to see you're taking feedback to heart! I'll definetly play the post gamejam version one it comes out. Good luck with further development ^_^