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(1 edit)

I appreciate both the number of levels and the variety of ideas explored within them! A lot of mechanics were implemented in the time available and it gave you the space to experiment which is admirable!

I was not a fan of the tutorial level although I do appreciate that you have one. Having worldspace text is great but try not to allow the text to overlap on the screen. You could have blocked the player's eyeline using the maze walls from later levels and more progressively exposed the player to concepts rather than dropping the player onto a plane with all the game rules.

Personally, I would have picked a different level order. Being dropped onto a plane with several ghosts as the first actual level resulted in my repeated death as I figured out how combat worked. Pretty high stress environment with nothing to hide behind! Perhaps the first maze level could serve as a neat introduction to combat with ghosts.

I'd introduce the ghosts one at a time too; make a bigger thing about what makes each of them different. They clearly are different; don't be afraid to take a level to just show off what you've done to make them interesting.

I noticed that the ghosts fired physics objects while the player fires raycasts. This lets me cheese them by standing just next to a corner that they can't fully shoot around and shoot the edge of their hitbox. Perhaps not the intended gameplay. I'd be tempted to remove the collision with the ghost projectiles and the environment and just say "Well they're ghosts. They're well known for going through walls!" Just be sure to introduce that idea before making it a question of life or death.

I liked that some of the levels felt like a puzzle while others felt like a more traditional shooter experience. I did get lost a few times in the bigger, emptier maze but it was super cool to see multiple styles of gameplay going on!

Thanks for the feedback. 

To be honest, we bit off more than we could chew, hence had to reduce the number of levels and wrap the tutorial in one level.

Secondly, the enemies shooting physics based objects was intended. We did try to resolve the bug where you could "cheese them by standing just next to a corner that they can't fully shoot around and shoot the edge of their hitbox", but we were short time, and had to leave it as it is.

Thirdly, "Well they're ghosts. They're well known for going through walls!", this is a great idea, we didn't think of it LOL, I might update the game after the jam and implement this.