On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

The backstory on your game is pretty amusing.  I thought the 'ripening: value/ghost hatch' mechanic was pretty interesting and a clever way to impose a time limit.  Once ghost stack up, they become the target until overwhelmed.


For feedback:

  •  Would have been nice to have the truck toward the middle of the field of play, or even have a couple trucks or boxes in each quadrant to store pumpkins.  Felt like I had a very limited time to fling nearby pumpkins into the truck; moving the same pumpkin twice was rarely worth it (though I did do this once).   
  • For movement, I thought it might feel more precise if you point-and-click to move to the the pumpkin and then left mouse to fling the pumpkin.  With WASD (or the move distance) I had trouble zeroing in on a position that I could grab the pumpkin.  Some case just danced around the pumpkin always ending up a little too far away.
  • The time to 'pull' your throw eats up time and made it even more challenging.  I frequently had my pumpkin stolen before reaching max pull to toss the pumpkin a far distance.  I think it may have been smoother to have a fixed toss strength (strong, I would say much stronger than current max.. just let them fly until they hit the truck, a ghost, a fence...would be fun); this would improve the focus mechanic to be 'aiming'.


I thought this was a great idea for the game jam.

(+1)

I second everything that OP said! 

Beside that, I really enjoyed my time with that! And the pixel art was great! 

(1 edit)

Thanks both of you for playing, and for your thoughtful feedback!

If I come back to this game in the future, I'll definitely have to try cutting the 'pull' time for the throw. Besides the reasons you gave, I think that suggestion could also make it easier to disentangle from mobs of ghosts at the end of the game.