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(+1)

Okay, this game was good. Very good. I will say right off the bat, if it was a full game and not a demo, it would have likely been my favorite to win this whole thing. 

This is a game I would love to make. The feel of it, the look of it, the style of puzzles. I absolutely LOVED every second.

Every puzzle was very clever. It never felt like a chore. Fun, creative, smooth, The music change per form was so well done. Seriously. Fantastic job on the music in this whole game. I love the skeleton versions.

A quirky ghost like fellow who befriends the main who is morally ambiguous... Reminds me of my own characters in a certain Ghostly game I made. o:

My gripes with the game come at the end. There is a certain point where you get a weapon. Look, RPG Maker is a very powerful and amazing tool, but it's almost never wise to attempt action elements. I did it all just fine, but the smoothness of the rest of the game was sacrificed when you had to time the scythe attacks. I would have just had the enemies auto die from them. I don't think we can make a game fight as smoothly as Zelda on this engine, but everything else was so well done and hid the limitations of the engine perfectly.

I would have loved for this to have been about 20 minutes longer and just finish the game, instead of it being a demo. A lot of the charm of IGMC games is the feeling of completion in a short time, And if the game did well, then you remake it or make a sequel that's longer.

Either way, I will absolutely play the finished version of this. Happily. It was a total delight. Very very professional quality. It's the type of game that makes me want to make games. Great job and good luck!

(+1)

Thank you very much, I'm glad you enjoyed the game in many ways!

Consider that the scythe is the only weapon there will be (the game will not turn into a zelda-style action :D ), I had thought of it as a way to make some puzzles more dynamic in human form. Same reason there won't be a "heart bar" or anything like that.

For the choice of making a demo rather than a full game... let's say it was a difficult decision to make. I don't want to blame the time constraints, we all had them, however I had less time to make the game for the jam because I couldn't work on it in the last two weeks before the deadline. I was therefore afraid of giving a game experience too short for the story I wanted to tell, perhaps risking to release a hasty and messy work. So I decided to reduce everything to a demo, so that I can present it at its best. I am actually satisfied all the same, also because it is my intention to enrich it and make it a game worth playing. Hope you will enjoy it once it's ready! ^^