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Super simple, but also super effective. I had a lot of fun playing this. I think your top down perspective really lent itself to your flashlight mechanic. Knowing most of the screen is in darkness and that a ghost could be somewhere around you is always a creepy feeling. The sanity bar works great in preventing the player from looking too closely at your ghost, which keeps it scarier.

Something to maybe do later on with another game is add some more flavor text and draw out the confrontations a bit more. Why are the locket and the mirror important to this ghost? What was that building I found myself walking through in the woods? Just a crypt? Is there any significance to it? 

(+1)

Thanks for your comment and suggestions, glad you liked it. I agree, fleshing out the world and adding more flavor text would improve it a lot. I designed most of the game first and the story came second, and I think that shows. Next time I build a game with a story, I plan on outlining it before I begin any work.