Why did itch bork up the formatting of my reply?
NoneApplicableGames
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I think this is a really neat concept. The artsyle is quite simple but still very functional. I did feel that the player's aircontrol was very loose for the precise kind of platforming that's needed to scale the golem and some kind of grapping hook or surfaces you can climb would really help this gameplay.
I understand the focus on getting the game functional but I feel like more attention could have been given to the GDD.
Okay so what we have here is PAC-MAN, but you can collect the pellets and cast spells to fight back against the ghosts and the maze occassionally goes dark.
All in all, a pretty good interprertation of the theme. From reading your design document I feel like more could have been done to explain how you interpreted the theme.
Overall I enjoyed my time with Alcherat. Good job.
A really cozy and promising demo. Initally I struggled to understand how the theme of shadows would fit into the game but from reading the GDD I think I have a much better grasp of what a more complete product would look like.
I think the primary gameplay loop is really strong and offers a lot of potential. It reminds me of Slime Rancher in that sense where you have a primary base, but are encouraged to venture further and further out in order to get the resources you need. I can also see a lot of potential for player expression with decorating your space alongside placing machines to automate the process of ore refinary if you want to go down more of a Factorio route for development.
The artsyle is really well realised for what you were able to do in the time. I think the player avatar is really cute! They remind me of Ralsei and I would be interested in seeing them developed as a character more if you are interested in making them more than a silent protagnoist. I also loved the choice of colour pallete you used for the enviroment; its saturated and vibrant but the use of purples and greens really sells it as an otherworldly enviroment.
Overall, even if the prototype is missing key features (I would have loved to know more about your plan for the shadow creature) I able to look past the lack of polish and see a lot of pontential in it. You've taken the theme and mixed it with a wide array of inspirations and created something that I would be interested in following further. Good job!
Hi there. I created a new page for my game and uploaded the exe however for some reason the game currently is unavailable to download. I sorted out my payment infomation and set the game to free however this hasnt fixed the situation.
Okay, this was definitely worth keeping an eye on the dev logs for.
First thing I've noticed that you didn't talk about was the personality system, what drove you to come up with that? (No offense intended, just curious as to your thinking behind it.) I also want to how it'll affect the game moving forwards.
Also, after the lawyer (I forget his name... Dripberg?) gives me my ship I get this error message;
############################################################################################
ERROR in
action number 1
of Draw Event
for object con_tutorial:
DoConv :1: illegal undefined/null use
at gml_Script_mapsectorjobs
############################################################################################
gml_Script_mapsectorjobs (line -1)
gml_Object_con_tutorial_Draw_0
Which forces me to crash the game and stop playing. What went wrong and do you think you could fix it? (I am using the 0.1.1 hot-fix, by the way.)
Okay, thanks for that. Now I can give some actual criticism now.
How I see it, ghost hospital is a wonderfully charming RPG with a memorable cast of characters. While the demo sees it lacking in a certain amount of need for strategy (often boiling down to a straight-up slug-fest between player and foe) it dose do one thing that I've only ever seen one other RPG to my knowledge do; weave a character's flaws in to the game-play itself. And I say kudos to that. Although I'm a bit on the fence on the balancing of Robin's anxiety mechanic.
Now the writing, it's bloody good. Witty with a side of heart. The characters have an air of memorability about them outside of their looks, it's show with trousers. I do genuinely feel like I care about the ultimate outcome and it's often quite easy to follow.
Finally, I noticed that anxiety slowing the party's movement is a tad bugged. When I walk out of the northern suite having beaten Carna and walk back in, Robin slows down again and saving at the desk in front of Crana's office doesn't fix it like it did before. Although I'm sorry to offend you if that's intentional.
Overall, I feel like this is a game I will be keeping an eye on moving forward. I see great potential from ghost hospital and it's unlikely to disappoint. Now if only access to the discord wasn't pay walled so I could do so...
Controls are a little iffy at first, but I found myself getting used to them quite quickly and was even starting to have fun by the third level, Unfortunately, the third level was the last level. I think with enough visual polish you might be onto something BMJ.
Also, was the choice to have upgrading the max health of the car not set the car's health to the new max a conscious one?