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Great mechanic with the ghost (though it took me a little while to work out the business with the glide function).
Little to tricky for me to get to far into this game, think the levels could do with more balancing personally, as they required to much skill from me to early (perhaps it's the same as you felt with my game, relying on skill after a certain point).
Well done creating this in the time frame. 

Thankd for the feedback! I've heard from some people that they needed some time to adapt to the ghost controls, so you're not alone.

 But I have to disagree with you on the skill part, as this game is a platformer (jump n' run to be exact) and therfore relying mostly on skill, as that's how it's usually with these types of games, as seen in mario and celeste (this game is also btw strongly inspired by celeste). While your game is a roguelite, so your game can rely on skill and stragic, but the upgrades should play a quite big role too. If you had like 2 tries or so and came very far, the upgrade system ended up being redundant. And as already mentioned the speed was also kind of a problem. But having the game require a bit skill is in my opinion not something that should be seen as bad, as long as it is intentional in the game's design. A way to solve these  aforementioned issues, you could try making the gain of currency linear or the costs potenial, like the amount of currency you gain.  Another way would be to just add more upgrades with high cost but high value. I'd suggest you looking into GMTK's video about balancing roguelikes and roguelites.

Thanks again for playing my game :)