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(1 edit)

This game is pretty cool, I like the graphics and the gameplay concept of having the ghost repeat your actions.

However, this game has a major issue with readability. Even in the first room this was an issue, where the button was impossible to see, as was the arrow trap. The arrow was also really tiny and hard to see. It made it hard to tell what I was doing was affecting the level, like was it the box that was opening the door, or was it me standing on a switch, or was it my ghost standing on a switch? I couldn't even really tell if there was a button I was standing on since it kinda blended into the ground.

To make the stuff in the level more readable, I suggest either changing its color or increasing its size (i.e. there's a big square button that presses down when you stand on it). Also for the tutorial section, anything you make the player read should be utilized in that room, or else the player will forget it. (for me it was the shooting mechanic, I had to replay the game to figure out how to shoot)

Overall I can tell this game had a lot of love put in it and it has so many things going for it, such as the amazing graphics. But for players to be able to experience it, you need to work on making the players understand the game from your perspective!

Thanks, but idk what you're saying about the the buttons not sticking out, blue is a very different color than teal. I'll look into it anyway.

I will use your feedback. Yeah I do agree the tutorial needed work, but it was added seconds before it was submitted and I was tired 😅


We are planning on making a full release so feedback like this is greatly appreciated 🙂.

(2 edits)

Okay so I went back and gave the game another try to figure out why I couldn't see the button. Now I see that there is a thin blue line that signifies the button is there. I also got to some of the levels with the spikes, and I think I can sum up the issue with readability with the  contrast. The blue on the button is very dark and blends in with the background, and so do the spikes. I think it might also be an issue of the background being too detailed for how small the foreground elements are, so they kind of drown out the foreground elements. I think if you lowered the contrast in the background that would solve that part of the issue.

A trick I like to do to make sure that my pixel art has enough contrast is start with a greyscale palette with the colors having evenly spaced value (basically how light/dark a color is), and making sure there is enough contrast to see everything clearly there. Then I add the color  on top (there is a feature in the pixel art program I use, Aseprite, where you can paint over a layer with a certain hue but keep the value of the layer underneath it). Let me know if you want any more info on how this works, I'd be happy to help

Also I got to mess around with the rocket jumping a bit this time and that was very fun! So kudos for that

Alright!

I thought I fixed the contrast issue but I didn't do it enough (I got used to it in dev) by modulating the original background with a darker color... but by not that big of a number.

I'd love to hear more of your feedback, if you have any more or want to discuss more please contact me on Discord (couchlyntt#0348)

okay, if I think of any more feedback I'll send it your way!