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Very Ghost Runner, I think you shot for the stars with a really great game design, but parkour is really hard, especially for a game jam. I did have a lot of fun slicing up enemies, and throwing the swords at them, I think that could be a really fun gameplay loop, almost alternating between long range and close range weapons, there's a really solid idea in there.

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Thanks for the feedback!

I'm primarily a game designer with a love for animation, so that's why these characters and first person have all these attack animations, haha. 

I'm glad you had fun with the game's mechanics, the parkour just always seems like a really good way to make movement more fluid and flexible in many action games like this for me, even if it didn't mesh too well with the combat style except in specific situations. 

Alternating between close to long range was almost an accidental by-product of the core concept of a one use sword, though staying too rigidly did cause problems for me in that flowing and action packed combat was difficult if the sword always broke after one swing. Which was sort of the reason why I ended up having a boss character at the end, wanted to give the player a chance to get a cooler, stronger sword, fight off against a boss with unique attacks that actually use the parkour mechanics.

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No, its a really good concept, happy biproducts are the best part of a jam. I could definitely see a full release of this, if the "picking up" aspect was streamlined, either the sword regenerated, or you had a pistol you switched to on a kill, something like that.