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(+2)

You asked for it.

I found myself dying whenever I didn't grab the key first.
Because coins pre-key are worth 1, if you don't go for the key first, then you have to spend more time with a faster ghost, increasing your chances of losing. So you're effectively encouraged to ignore the coins first, make a pass of the level and grab the key first. And that would be fine, IF some of your hallways were built so tight that you are forced to pick up coins if you go down them, which takes player choice out of the equation and forces them to pick up coins despite how they want to play.

So basically, you're rewarding players for going through a faster version of the game, and then punishing them because they thought a hallway was wide enough to slip by without picking up a coin.

So basically, you have it backwards, the less profitable route is harder. So if people don't realize this, they're going to have a really hard time, despite their skill level. 

On top of that, I got like..... 7? levels deep, and I spent forever running through the map trying to find a key that I just could not find. Is the game winnable?

(Otherwise though, I thoroughly enjoyed it, the levels and ghost speed are built well enough that each level felt like I was winning by the skin of my teeth, but if you wanted a reason why people think the game is too hard, the above reasons should do. lol)

(1 edit) (+1)

I like your comment because A) It's not just being rude and B) It was honest. Imma check out your game for this.

I call myself helper for a reason. lol.

Rude isn't in my nature, but I don't think being dishonest to be nice is helpful either. :P

(+1)

Thanks for the feedback! If I had more time I would have liked to have tightened up the mechanics of the ghost speeding up a little more. Currently the speed caps out at a level that's slower than when the player is holding 3 coins so it's possible to get a perfect on every level, though some are harder than others. But I agree those mechanics need to be tightened a bit. I'm also curious which level you were stuck on, because every level is winnable, and there are 10 in total. Maybe adding some sort of map or compass to help the player find the key would be a good feature to add. I think overall giving the player more movement options would help greatly. (One of the things I had to drop was a lure to distract the ghost and a dodge roll the player could do if their load was light enough.) But thanks again for the feedback, it was really helpful!

(1 edit)

I tried my hardest to find the key in that level, I'm not sure which one it is, but it's a large level.

I might just be blind, but I couldn't find it after a good 5-10 minutes of just running around the level.

Giving the player a compass, or map of the level would be a huge help in letting them plan their route. And a dodge roll would be all you'd need I think to give the player that edge to escape the ghost in a tight space. The biggest thing imo was the hallways that weren't big enough to get through without picking up the coins, they were basically a game over if the ghost was behind you, forcing you down the hall.


This is the level I couldnt find the key in - I've gone around every corner at least 4 times...

And yes, the core idea here is great, you just need to add some mechanics to keep it from going stale.