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very cool concept! I feel like it adds a level of fun to the standard formula. It’d be cool if the offscreen ghosts/defeated ghosts could jump from object to object, with the spirit sometimes passing by the player’s screen as they transfer between objects. Then you could go ghost hunting! Also might be worth considering the implications if multiple ghosts end up on the same screen… for example it could spawn unique battle instances with more powerful ghosts.

When I think of great takes on the generic battle system Pokémon has to be up there. Not only do the game’s mechanics have you actively searching for random encounters in grass (whereas typically players groan and try to avoid such things) but they also have the trainers who’s facing direction is the trigger, allowing the player to potentially navigate around encounters they don’t particularly want. That kind of game design is genius because it makes busywork feel rewarding and under the player’s control.

Interesting! I’d never considered ghosts jumping across objects, but it could definitely work! Players have to revisit areas often enough that something like an event where ghosts you previously encountered start jumping to other objects could be cool.

I completely agree, and considering Pokemon’s approach is a big part of how I arrived at my solution. Just like stepping into the grass in Pokemon, I want the player to feel like every battle they start is due to their actions, whether that’s because they didn’t see the hidden ghost and got ambushed or triggered the battle on purpose to progress.