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(1 edit) (+2)

Cute little game. I really like the "ui" for choosing an upgrade.

I think that the frost overlay could have used a different sort of easing or something. I feel like it persisted way too long in a state where it was just vaguely muddying the graphics. It should do its thing obstructing your vision for however long it should, and then pretty quickly get out of the way.

Is this just pure ambient lighting? I think that a couple minor graphical tweaks might be really impactful: choosing clear color that fits the scene better, and adding a directional "moon light" so we get some shadows.

I found it sort of difficult to tell when a ghost was about to leave the range of the vacuum, and it looked a bit funny when they moved in and out of range. Maybe some sort of "grace timer" where they still get sucked for a small amount of time after moving out of range?

I also feel like you could have leaned a little harder into ghosts being a synonym for "entity." thing.

And I know this is not something everyone wants to do for a variety of reasons, but this is a game jam in a super code-centric free-and-open-source-forever engine where mostly programmers are participating. Let's see some source code!

First of all: thank you for playing and your honest feedback. If I had to do it again I'd do a lot differently. I wanted to make the vacuum particles brighter, I wanted the frost overlay to be procedurally generated and creep in rather than just changing the alpha, but in the end I didn't have the time and I don't have a sense for graphics 😅

A grace timer is a brilliant idea that I simply didn't have, maybe I'll get back to the project when voting has ended

But for source code: sure! Here ya go: https://github.com/tigerplush/ghost_suckers