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(+1)

Hey! Here are my notes:

First, this does seem like a promising start. Basic critique:

  • Cute game!
  • And fun dialog!
  • Controls feel mostly intuitive but a little awkward still. Admittedly subjective, but the walljumps particularly didn't feel great to me.
  • I'm not sure I needed the dash at any point.
  • Moving the ghosts around is, as noted elsewhere, oddly satisfying.
  • The boss seems to take a LOT of hits (for me, probably upwards of 20? and it wasn't clear if either weapon was actually better to use than another or even what was doing damage. (It is cute flying around though.)
  • Trying to shoot a lot of tranqs resulted in Cherry getting turned around from right to left.
  • I was able to softlock myself under ghosts in one playthrough; in another I was stuck moving left no matter what (I think this was when I was trying to hit the gate with my scythe.) 

Concrete suggestions (you're the designer, though, so take 'em or leave 'em!):

  • It would be nifty to have to use the dash and the ghosts somewhere--the ghosts mainly got in the way and I seemed to put the dash mostly to the use of dying to the boss.
  • I think normalizing the horizontal speeds of different actions would help overall feel.

Overall I think it's a promising start; it just has some rough edges that need ironing.

(+1)

Thank you for the feedback! I agree with your points, definitely needs some more time in the oven. I originally intended for the ghosts to be more integral to the game, like being able to move them to solve puzzles and being NPCs that give hints to the player. However, I bit off a bit more than I could chew so a lot of what I had designed had to take a back seat. I'll definitely keep your points in mind! All feedback helps since this is my first published game, seeing what I should prioritize and work on is extremely insightful