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(1 edit) (+1)

Couldn't seem to play the game unfortunately! Got the following error:

Unable to parse Build/Web Gl.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.

Not sure if this will help, but hopefully it resolves it: 

https://stackoverflow.com/questions/72453065/unable-to-parse-build-build-framework-js-br#:~:text=This%20can%20happen%20if%20build,%2DEncoding%3A%20br%22%20present.

Thank you for pointing it out! I fixed it now so I hope you have fun playing.

Cool, was able to get it working. 

It was a great game! I had fun playing it.

A few pieces of feedback:

Middle button to dash is quite awkward to use on some mouses, recommend setting up an alternate key such as space or shift as well.

Some ghosts take a lot more hits to kill than others, is there an indicator for this?

Levels feel a bit too long, and messing up means restarting from the beginning, so it is somewhat tedious to have to repeat parts very often

What I found excellent:

The text guidance, though a bit wordy in some areas, really help as tips during the playthrough. If these are polished, they will be very helpful.

It is very fun to hack and slash the enemies and juke them. This mechanic is quite fun.


Overall a great game! Hope to see you make more games in the future :)

Thank you for the feedback!

The reason that I made the middle mouse button dash was because two buttons were already mapped to the mouse. I will definitely also map the spacebar to the dash button. When I was making the game, my mouse had a really good middle click so I used that. Thanks for pointing that out. I should have playtested 🤣.

The reason I made some ghosts take less hits was because of an interesting game design thing I found out when playing it myself. On computers nowadays the screen has more width than height. So when a ghost is above or below you, you have less vision and it gave you a huge disadvantage. Originally, Level 2 was going to be completely vertical, as in the whole level you are moving upwards. But later I was having a hard time with the first ghosts of level 2. So I nerfed them a bit by giving them less health and making them move slower, also giving them a smaller look radius. I didn't know how else I could've solved the problem. I would love to hear your suggestions!

The levels were so big because while I was working on the earlier levels, I was simultaneously working with the level unlock system, so I made the levels longer. By the time I got the level select system working. I was on to level 3. So I made the levels after that long on purpose because I wanted the difficulty to go up, not down. I think I know how I will fix this though. I might add checkpoints where if you die, you restart from there instead of from the starting point. But if you go to the level select screen it is reset.

I want to know, how far did you get in the game? It will help me balance the difficulty further. (Level 5 is practically impossible, I tried, I couldn't beat it)

There were a lot of unused assets that I was going to put in so there is more than 4 enemies, the new enemy "Boss fight" on level 5 was originally meant to be unused because I did not make a dark counterpart, but I just shoved it in level 5 anyway. Shhh! Don't tell anyone, but there is a certain secret at the start of level 4 that contradicts the first text from level 5, I hope you can find the secret! I also made another enemy called the hexazap that shot lasers at you, unfortunately, it did not work.

Thanks for the constructive feedback! Sorry if my post was too long.

Yes, the spacebar would be nice! 

I think I finished level 3 and was on level 4. I usually try to finish all the games I play before rating them, but I have been a bit pressed for time, so it was hard to dedicate further time to playing. 

I see, now I understand the rationale! Hm, I think perhaps what you could implement is a 'sixth sense'. This will put a little directional circle when enemies are in a certain proximity, pointing out where they are coming from. This allows the player to slow down and avoid being ambushed. The other reason I pointed it out was because one of the things that killed me most often was the dashing the ghost does after getting enraged. When they have more health than expected, I would often take unexpected hits. 

In regards to level design, checkpoints after unlocking each 'wing' would probably make each level a lot more manageable, that would be nice to have :). 

And your post seems fine to me, I think because I posted such a long feedback, you replied in kind and that's fine :). It gave some interesting insight into how you developed the game, thank you :).

Hope to see your game develop further, it is fairly fun. 

(+1)

Be Sure to check out the devlog, and also, there is no secret at level 4. When I made an early version of level 4 you could walk through the left wall but I removed it. I might put it back in though!