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A jam submission

Like ThemView game page

Fast paced puzzle game that will test your reflexes!
Submitted by Guilherme Raimondi — 2 hours, 20 minutes before the deadline
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Results

CriteriaRankScore*Raw Score
Gameplay#14.7184.718
Mood#14.5494.549
Overall#14.5424.542
Visuals#24.7044.704
Audio#44.1974.197

Ranked from 71 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

Source
https://drive.google.com/file/d/1VNEd-DjxMy-8ktOejWzh2LzgTIcRCmsw/view?usp=sharing

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Comments

Viewing comments 56 to 41 of 56 · Next page · Last page
Submitted(+1)

Congratulations on winning the Jam, i must admin this is my Favourite game   it is well implemented  and additive. i keep finding myself playing .

Developer

Thank you so much for saying that and for all the feedback  and encouraging words, really means a lot!

Submitted(+1)

Congratulations on your victory.

Right vote.
Now the ghost is free to make himself known.
Hopefully the ghostbusters won't arrive. Hahahaha !!
Bye, bye, Buddy.

Developer

HAHAHA, hope they won't! 

Thank you so much man, especially for coming here to tell me that. Means a lot!

Submitted(+1)

Show de bola o joguinho man!
As transições de menu, as animações, o gameplay, toda a experiência do jogo é daora, fluida e agradável, me peguei vidrado jogando aqui. 

Parabéns pelo seu trabalho 🤙🤙

Developer

Valeu dms irmão! Q bom q c curtiu ele, curti pra caramba fazer tb! Valeu pela força, tmjjj!

Submitted(+1)

Like everything else in this game, the new difficulty settings and checkpoint functionality are super well implemented. Congratulations!!

Developer

Thanks man! It makes me trully happy to read that o/

Submitted(+1)

The execution is pretty clean and very well made, same as the artstyle with an astoundishly nice pixelart.

On feedback perspective everything is communicated well without unneeded explanation, contributing to the fast "pug-n-play" nature of the project that immediately throws you into challenging levels

Developer

Thank you for the kind words, especially about the pixel art. I've remade it a lot of times so it's nice to know that you liked it :)

Glad you enjoyed the plug-n-play aspect o/

Submitted(+1)

I really like how you used the small amount of game mechanics you introduce so inventively! I like the artstyle, and I think new levels with new mechanics would be great. Although I think the timer may be unnecessary, it forced me to collect all the coins first and then the key.

Developer (1 edit)

Thanks man, really appreciate it! I have plans on adding new enemies, levels, etc. Consider following here or on Twitter (guiiraimondi) to stay updated :D

Also, about the timer there is an update comming (probably today or early tomorrow) that will enable you to toggle the timer if you dont like it, besides introducting checkpoints and difficulty levels.

Submitted(+1)

The game very well made and really fun to play. Each level makes you think on how you solve it and its very rewarding doing so. The controls felt nice and it looks amazing. One of the best games!

Developer

Thank you for the complitemnts, really glad you liked! \o/

Submitted (1 edit) (+1)

Nice game, perfect level design

If you have time, try our game

Developer (1 edit)

Thank you! I'll try your game :)

Submitted (1 edit) (+1)

Wow this game is incredible. don't know where to start. It is like someone took the addictive quality of pac-man and added the well crafted and carefully well thought out level design of super metroid. All of the environmental hazards are in perfect support of the movement constraints on the ghost and the maze puzzles, and there is a good build up and in game tutorial aspect. 

The polish of the visuals is very nice and cohesive. The animations and sounds fit in very well. I felt like the timing of the spikes was tuned so that even if I pressed the direction buttons faster the animations played like I had just narrowly escaped death and that was a nice touch. I never get bored of the looping melody, and having just composed a tune thats arguably too busy for my own game, feels like I just got a masterclass playing yours ; ). 

I have only made it to the second or third key I think, died a bunch of times, but got a real sense of accomplishment when I found the right traversal strategy to let me pause enough. 

I'll agree with others that the game punishes you very harshly for hesitation and that is challenging and also kind of part of the draw. I still haven't reached the point where replaying the same sections got too old though, because the threat of dying doesn't go away, so it became a challenge to 'speed run' through the level again without making unforced errors.

I'm also not someone who does as well with games where you have to be quick with your button pressing or execute long sequences with the right timing (I'm historically a fighting game button masher and game genie junkie), so selfishly I'd like to see more elements which are about the pre-planning strategy and multiple traversal/exploration aspects that I was already seeing so far. Like more Mario and less Super Meat Boy I guess for a cliche analogy. That being said, this is already a perfect version of what it is, so mad kudos to you Mr. Raimondi.

Developer

Thanks a lot! That comparasion is really kind hahaha. These two games were one of my most played games when I was a child, so I'm really glad you think that way.

Nice to hear it! About the melody it was one of the hardest parts for me, I didn't want a theme that was too busy so finding one that got the game's vibe and was subtle (besinds beeing free hahah) was hard to find. Happy to know that it was a good choice. You composed yours? That's amazing! I tryed to do something but it was a disaster hahahah.

An update introducing difficulty levels and checkpoints will be out soon. Hope it'll help with that. 

That's a great analogy hahah. There are some similarities with Super Meat Boy feeling of punishment/reward and I like that, but I'm also a big fan of the other part that I tryed to put in (Mario/Rayman maybe?) and I plan to add a lot more exploration elements and features to keep it interesting! Thanks for pointing that out! Keep an eye for that, it'd be nice to know your toughts!

Submitted(+1)

Yeah definitely! I'll be following updates for sure, keep up the great work!

Submitted

The difficulty levels w/checkpoints were very well done, I was able to play again and get all the way through the game this time (on casual, better step up my game now ;{P . 

Before I'd only played up through the end of level 2, now after seeing the whole game I really liked the moving npc aspect and the secret area in level 3 that seemed to cut across and through multiple parts of the level. Really strong design. 

I found an effect for the secret area where if my ghost goes back to the entrance it gets covered up again with me inside of it, but moving back and forth shows me again. I'm guessing maybe not intentional if I'm still within the boundaries of the secret, maybe. I actually found it an interesting kind of mysterious feeling, kind of a cool effect where it seemed the level was closing up on me. Could be an interesting fog of war thing to have it sometimes re-shroud traversed areas with you still inside them so you have to figure out how to get out, but if there are hazards nearby could result in a death that feels unfair. 

Submitted(+1)

There are a few games in this jam that are really polished and noticeably closer to being a game that could be shared wtih the larger community - this is one of them! The MC looks good, and was animated well. The audio is subtle too.

The gameplay is fun but it is hard haha. Kudos to you for crafing those levels! It took me a while to get used to each one. To be fair, my primary gaming genre is JRPGs so reflexes are not my strongest point lol.

The timer when you get the key kinda guaranteed I had to play the level again haha. As I mentioned before, reflexes aren’t my go-to gaming skill so I got better with practice, but it was frustrating to do a mad rush after I would think through my movements in the previous rooms. After many deaths, once I did make it I felt satisfied. Good work!

Developer(+1)

Thank you for that, I really appreciate the kind words :))

About the difficulty there'll be an update comming soon, that way you can tailor how you want to experience it and you'll also be able to turn the timer off if you want to do so. There'll be checkpoints in most of the difficulties too, hope that soften the frustration. 

Glad you enjoyed it even not beeing your prefered type of game hahah.

Submitted

That’s testament to your work, I still got the game installed post-review lol. Looking forward to the updates :-)

Submitted(+1)

Wow, nicely done! I found the difficulty to be really challenging though, even on Easy the delayed spring trap was REALLY fast. You should tune that a bit for people that do not have lightning fast reflexes.

Apart from that, most polished experience I saw so far in the game game, count me impressed!

Developer(+1)

Hey man, thank you for the feedback and positive words! :D

The difficulty settings is currently not working :/ that's why it kept too fast haha, sorry for not making this visible ingame.

The difficulty + checkpoints update will be out soon, I'd like to know your thoghts once it does :D

Submitted(+1)

Ahaha, I see, that explains why it did not feel any different of course, Thought it was me getting old :D

Submitted(+1)

Soo, after playing it last night and for like 3hrs today this game easily consumes focus and losing track of time! The learning curve is really fun, the areas I had to repeat a lot due to dying/running out of time I managed to get really fluid at completing; which was an awesome feeling. 

The game's visuals are amazing! I love the animations (particularly when you move around as the ghost). I think the traps have been well designed and you can tell the levels have been thoughtfully constructed and play tested. Plus the audio is great, it's subtle but does a lot for setting the atmosphere of the game. You can feel the effort put in to this!

I haven't managed to beat the game yet, just because I had to take a break. But after getting to stage 6 (I think?) I have the following comments :

  • Save and continue: This would be really nice/important, since when I had to get off it was a debate about whether I wanted to go through the previous 5 levels again [I know you've listed this on the whats coming, just flagging as a priority in my eyes]
  • Red Spike Up Time: Because of the pace of the game there were times where I felt the red spikes, after I passed them, stayed up slightly too long. It was particularly noticeable with the square motions where you have to go over the same spike you land on to start the movement. The spikes stage up so long that if you try to do a full "circle" you hit the first spike. And given pace of the game I found it had to look ahead, so it took me ages to realise corners are a safe spot, and I only found that out because I miss press and didn't die. (Could just be my opinion but I kept wanting spikes to drop quicker breaking the fluidity/vibe a little)
  • Checkpoints + difficulty: I think as I mentioned last night still stands. I enjoy playing it is right now, which i think I'd called it "hard" mode. Just needs the save option. But, would definitely benefit players overall.
  • The timer: There is something about this mechanic I like and don't like. I thought about and what I've come up with is:
    - The timer mechanic is fun to challenge the user when they know what to do, but it makes it really hard to learn what to do. Stage 5 emphasized this to me where I ended up getting to the last manouvre and took a screenshot so I could learn what to do, since I didnt have enough time for proper look-ahead due to the timer.
    - The timer I think should be placed in the difficulties/y above hard I feel or give players the ability to analyse the level prior (refer to next point)
  • Stage 5 & 6 made me want a way to see the whole level to answer things like "how big is the level?" "how long will this take me?" "where is the key?" "what path am I meant to take?" etc. Particularly where the key is and to see where I have to go with the key. Some ideas I thought of, a) a way to toggle to see the whole map, or b) at the start of a map you do a cinematic wave over the level (Which also helps highlight the importance of the keys to players early). Combine either of those with a visual spot on the map which players can know is the goal location (disabled until you get the key). I think b would look nice, you could possibly do both - just some ideas.

Very well crafted! I've added it to my list of favourites from the jam and will make sure I finish the final level. I'm looking forward to the QoL updates, difficulties and more levels ^.^ 

Developer(+1)

Wow, I love reading this complete feedbacks! I appreciate the time and effort you took to do so.

Thank your for the compliments, I really spent some time with all of that and tryed to make a nice experience overall, really glad you enjoyed it! :DDD

  • Save and continue: that's so true! It's next in my priority after checkpoints + difficulty. Soon the last ones will be released and I'll start working on that
  • Red Spike Up Time: part of that were intentional, I don't want the deactivation time to be too fast because it requires you to wait sometimes and not just rush the entire map, so that the gameplay is not a matter of rushing but also timming. Perhaps the time is too long, I tweaked it (from 1.25s to 1s) and I'll give some tests to see how it feels.
  • Checkpoints + difficulty: currently on it's final stages, took me a lot more time than expected but soon it'll be out :D
  • The timer: thanks for pointing that out! I'm planning on adding it after hard mode due to that, but always giving the player the option to turn it on/off independently of the mode as well as the checkpoints. What do you think about that?
  • The level design is constructed in a way that makes you feel like it's open but actually is a bit linear to help you find the key/door, so keep going and you eventually will find it. Also, part of the game is about not knowing what awaits you, where to go, where the key/door is, etc. so I'm not a big fan of  the idea of showing the entire level so that you can study it and get everythink you need to pass it, kindda takes away the fun imo. But I'll keep thinking about it. About visual indication of the objective I used the pointer to do so, not sure if I understood what you suggested :/

Thank you for that. :))) They'll be out soon, keep an eye! o/

Submitted(+1)

You're welcome, and yeah you can tell the effort put in!

  • Red spikes: Yeah I could tell part of it was to have good timing.  In my mind what would be optimal is there being a very slim chance of being able to do things in really smooth movements, you don't want it to go down too quick but the feeling I had when things felt fluid was awesome. If that can be achieved it's subtle but for really good players it's adrenaline inducing :P haha. (I would consider it a low priority if 1s doesn't do it)
  • Level design: I can agree, you've done an awesome job at making it linear yet feel very open. I guess this just ties really closely with the timer making it hard to make the right decisions when on the clock. Which with easier difficulties and tweaks to timer this shouldn't be an issue. (Shouldn't be an issue with timer tweaks)
  • Visual Indicator: The indicator you have is to point to the exit when you have the key. I was meaning like a tile graphic that you pass on your manouvre's around before getting the key.  Upon reflection, I released the reason I want this was also because of the timer problem so I could know where to go. (Shouldn't be an issue with timer tweaks)
  • Timer: You could have a toggleable setting like "hardcore" where it has the timer. I kinda like that idea as it comes back to user tailored experience. Another thought is tweaking the amount of time the timer has between difficulties. Step at a time I think, since I know having different difficulties is a lot of development work. So having a toggle could be a simple first step. Then see user feedback regarding timer lengths. :)

I'm really looking forward to seeing the updates! :D

Developer

Hey buddy, sorry for the late response... I just released an update with Checkpoints, Timer toggle and Difficulty levels. Check it out! :D

  • Red spikes: I tweaked it to be 1s, the faster the response time the more noticeable it's.. for the slower response times it's still to slow, but I dont think it should be too fast because these are designed for people with slower reflexes haha. Oh thank you for the tip, it really made it more fluid! (at least on the most difficult levels)
  • Level design: thanks for the compliment :))). Now the timer can be toggled ON/OFF and if it's on,  the amout of time depends on the difficulty (even on the easiest difficulties if you choose to enable it). 
  • Visual Indicator: well, try it out and see if it's still a problem :)
Submitted(+1)

Hi,

Great game.
Excellent music.
Excellent puzzles.
For me it's perfect.
My best compliments.
Developer

That makes me really happy, thank you buddy!

Submitted(+1)

Hello!

I really enjoyed this game! it is probably one of my favourites in the jam. I didn't find any problems.

overall the game was fun, the visuals were great, and I would dependently recommend it to others!

Developer

That is so cool to know! Thank you for the kind words. 

There will be and update comming soon, keep an eye! o/

(+1)

Wow , Excellent game . One of the best. It was little too difficult for me, the final level took me more than 200 tries but still loved playing every second of it. Hoping to see more levels and characters. 

Developer

Thank you so much for the positive feedback and for the video! It was so cool to watch you play and beat my game! (maybe you could add this comment on the game's main page so other people could watch it after the jam is over? :D)

Yeah the final levels are very hard and the process of restarting the level all over again does't help either, but thanks for keep trying it. 

I'm currently working on a checkpoint system which will be added in the next update on the following days. Hope it'll help on that regard :D.

Really glad you enjoyed it and I'll surely be adding more levels, characters and enemies (maybe boss or special enemies? hmm) in the future, keep an eye on! :)))

(+1)

It's a really nice game, with a lot of potential !

Developer

Thanks! :D

Viewing comments 56 to 41 of 56 · Next page · Last page