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Nice game you’ve got here! I did notice that the backend tries to possess all enemies before ending up on the prop closest to the player for a tenth of a second. Oh and yes, the props didn’t feel like enemies to me - maybe change their description?

(+1)

Thanks! And im not sure what you're talking about? The way the player decides what enemy its going to possess is based off of what enemy its colliding with. It checks for enemy collisions when in ghost mode and turns into the first one it touchs.
And the reason why the enemies are called enemies despite the fact they dont hurt you is because they were originally MEANT to hurt you, but I decided against that due to the fact I thought it would ruin the puzzles if the enemies could touch you and reset your progress. However, theyre still called enemies in the code so my brain automatically thinks that I should call them that. 
I should probably change their description though so theres less confusion... Thanks for noticing!