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(+1)

I really like the art style and the music meshed well with the atmosphere. I think the most important piece of criticism I can offer is that you should increase the damage you take before dying. I think 3 hits should be the minimum. This gives the player some time in figuring out their strat. Also, the ghosts continuously following makes this even worse. If you didn't know you can use a VisibilityNotifier2D to pause their behavior once they are out of the viewport, which would work well with your game and how the rooms are designed.

Congrats on submitting!

(3 edits)

Thanks for the feedback!
Yeah I'll be honest I completely overlooked playtesting in this jam and ended up not knowing exactly how to balance the difficulty, I'll definitely try to pay more attention to that next time and actually get people to test it out first. And thanks for the suggestions! I did actually use VisibilityNotifier2D but it was for the opposite purpose: making them stay on screen most of the time. I made bounds for them though so that they'd be limited only to certain areas of the map, but maybe it could have used smaller sections in the beginning for a smoother difficulty ramp.