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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!

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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.