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(1 edit)

I love the artstyle !

The game difficulty felt a bit unfair, instadeath on water and spikes is rough, I died 4 times during the tutorial. Ghosts have too much regenerating health, fighting them felt pointless. It also makes the attack feel very weak.

Nice job on implementing different enemies with different patterns. Although I did not get how to dodge the screamer's attack (it felt like a full screen move). 

Movement feels good.  Aiming the attack on a controller is buggy, I had to switch to keyboard & mouse. 

Congrats on the successful jam entry !

(+1)

Thanks a lot for the feedback.

In what way is the aiming bugged on the controller? I didn't notice. I have a cap on the aiming angle (due to sprite limitations), so that makes it a bit strange, but I'm guessing that's not what you mean.

The difficulty is tricky, because for me it has become too easy to kill the normal ghosts, so I didn't want to make it even easier by reducing the regen. I guess it all comes down to knowing the patterns. For the screamer I wanted to add a visual indication of the range of the scream so it's easier to avoid...but I ran out of time. You can avoid it if you're not in the collision shape which is a rectangle in front (maybe 150px or so) when it stops, but it will chase you for about 4 seconds before it stops to try again in a bit. But yes, the game is missing quite a bit of balancing.