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Fun

I didn't enjoy it. The timer on the ghost was too short, so I couldn't get a hang of the ghost controls before dying. On restart, I flew into a body, and had to use new controls. Then after I kill the other guard, I am confused what to do next. Where do I go?

Aesthetics

There are a lot of art assets used here that look good, but they clash with each other. The ghost for one, is hard to see on that background. It is also small and doesn't match the rest of the assets.

Music

Music is fine. It doesn't stand out but it isn't awful. 

Sound

The volume of the slashing is a bit too loud for the rest of the game. Could use some more sound variety.

Mechanics

Disliked the ghost controls. The attack animation felt slow. Possessing felt underwhelming and the timed ghost form wasn't ideal. 

Story

You are the spirit of a fallen champion looks like?

Theme

The possession idea has been done a few times, but there is no denying that this matches the game jam theme well.  It appears you are in a forest and you possess bandits, so the theme outside of the possession mechanic is shaky.

Thank you for the feedback! A lot of things were pointed out in your comment.

I probably need to make some pointers or guide on the background on what to do to prevent confusion because you're supposed to kill all of the bandits and the move to next area as the spirit, I put some hints on what to do on the game page but people probably didn't see it.

the art that I use for the Spirit/Ghost/Mind is a sprite for a projectile in shooter sidescroller/metroidvania because I got no luck finding anything else xD. and maybe I should change the color, though I don't find it hard to see it hence I didn't change the color.

Definitely need to tune the volume for the BGM and SFX.

The ghost control is something from the unity2D course on the snowboarder part. since I can't figure out another method to make a smooth movement/rotation using all 4 directional keys, so I'm using what I know and ends up just adding torque to either direction based on the left/right arrow. The ghost form is timed because I don't want the player to just fly all the way to the end or just fly off to the sky (though I add a collider to prevent it) but the lifetime definitely needs some tuning.

I'm not much of a story writer but I make a short narrative that I put on the game page.

Thanks again for trying out the game :)