Thank you! We're definitely very pleased with the idea overall. I definitely get what you're saying about the lack of visibility, and it's definitely something that was hard to test for when you already know the paths.
ace_of_spaces
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This was really well done. I wasn't very good at it, and it feels like the fireball was weaker than I was expecting it to be. The music and sounds were great, and it felt good to raise a bunch of corpses. The fact that I couldn't control the camera and that it didn't shift to show where I was going sometimes made me uncertain sometimes where I was supposed to go
I think the fact that the levels got easier as they went was somewhat confusing. I did figure out the whole losing thing relatively quickly, but it was a nice little sad game. I think the twist on the theme is interesting, but I don't know if the game fully capitalized on it - the game itself is only getting to the death of the relationship instead of starting fresh afterward, if that makes sense
I really like this concept - who doesn't love trying to scare a bunch of living folks? However, I don't know that I really understood how to make progress - I ended up just following people and pressing space to make them scream. I would have loved being able to manipulate some of the environment to freak them out! The floor plan of the house was also huge, and it was hard to know who was where. Also I would have liked to be able to control the camera, especially when I got into some corners. I think the ghost was super cute, I liked that it was super visible and simultaneously clearly translucent.
This was super cute! The boss was suitably intimidating, but the fact that he doesn't do damage on contact made it a bit easier than I was expecting. I think the player moved a bit too quickly for me, I was struggling to pick up the hearts. I love a good revenge story, and integrating "Death is only the beginning" as a power up system was super cool!