Thanks a lot for the feedback, glad you liked our game :)
To answer your thoughts:
- It was planed to make the interactive elements stand out more, we just didn't had the time to do so, but I do agree with you (there was a lot of things that we skipped so that we can submit something polished actually). Actually you should have an indicator with the Input Y/E icon appearance but it's still is not enough I think
- I didn't explore that idea too much but yeah, one way platforms could feel more accurate, we could definitely add that, I'll look into it.
- The night shouldn't have a timer, as you have to kill all the ghosts to end it, but we need to improve the end of the night when there is only a few ghost lefts so that it's not that annoying to just move arround to find the last one of them
- We wanted to give the range weapon the same possibility the player have with the melee one (up and down attack), but we already had a lot of animations to do in a too short time (we spend a lot of time making the map background and finding a visual identity that feat well with the game's mood), and we didn't wanted to make attacks without a real visual feedback of the attack you made. I don't regret these decision but overall that makes the ranged weapon really too weak
- the jump needs indeed to have more visual feedback, I totally agree
- Same as before, differents enemy type were planed but you know, short amount of time :D That's funny you mentionned a sock as we do have a sketch of a sock ennemy btw!
- I think that is a great idea. Like some kind of ultimate ability that take time to reload or something like that, I will definitely keep this idea in mind if we keep working on the game post jam!