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A really solid concept gameplay-wise, none of the assets feel out of place, the audio is convincing too (apart from the footsteps bug), and the visual effect when you rest are really cool. As said by others, the learning curve is really smooth for the puzzles, however, i think you should have teached the dash, and even the basic movement, in a safer environment, but it's a nitpick really. The controls are really not ideal, the dash and the attack should be relocated, preferably on the other hand. 

The movement feels really fluid and responsive (maybe the dash is a bit too "smooth", some pause in the player's movement before or after the dash could make it a little more impactful, or even a micro-pause in the game's time). Also, the round bottom of the player's collider has a tendency to slip off ledges, it's not that annoying now but it could be for more tricky platforming sections. I like how you explored the main mechanic, and i think it has a lot of potential, i especially liked when i had to rest twice in a row to use the door opened by my first "ghost"; it felt a bit like inception lol, maybe you could have special benches for the "ghost" to create another "ghost" of himself? 

Bonus point for the flag noises and the visible prop behind the last door, it's a subtle and organic way to motivate players. Same for the text going progressively from tutorials to hints to questioning life. Also, the souls vibe is pleasant.

In conclusion, i am eager to see what you will do with it in the future!

Wow, thanks a lot for your comment! you're bringing a lot of solid points about the game, and to be honest I'm impressed you've managed to catch all of the little details that we've added to the game, makes every second of polish worth it when someone catches it like that :)

First of all, control wise, everyone agreed, awful bindings, we want to add customizable bindings. But, we totally forgot to mention the fact that we used the Arrow Keys to playtest the game (and just forgot about it when we wrote the "torch notes",) and it's a lot lot lot easier to control the player that way, we've added a screenshot that will hopefully explain better all of the controls for the game, but we'll definitely update it with better bindings, for sure

As for the movement, pause could work for dashes, but most platforming games are really immediate with their controls, what you press is instantly what you get, apart from the rest mechanic all of the actions were meant to be quick and responsive, we're happy it worked for most of them!

Puzzles we've done last second (in our last day), it's insane that we've managed to finish 5 good levels, but yeah, 2.5 levels for the main mechanic might've been too short, but it is a game jam so the length it isn't that bad honestly, it'll be extended in the future, possibly with a second bench to go back and fourth between you and the ghost...?