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Paranormal Captivity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #138 | 3.844 | 3.844 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really cool concept! Would love to see it more polished and extended.
Love it. Great work!
Very polished game :D I had a lot of fun just moving around and possessing guards. I haven't found a way to complete the level without killing someone, but would like to do it once you update the rank bug.
Nice concept! I would like to see more. Good work.
Reminds me of Geist on the GameCube only this more open about the puzzle solving than that game (Good thing). Wish there were more stages but i understand the time constraint .
Oh wow, I have a super faint memory of that game! I never played it but remember the time when it was released. I'll look it up :)
I like this game a lot! It was a lot of fun to play, and my only complaint is that there aren't more levels, which is a good thing! Nicely done.
Really enjoyed this game, good job!
Very nice and fun!
The possession wasn't properly explained, but it's not a major flaw. The game is very solid and has potential to be made into something bigger. It's a pity it's this short.
Yeah, it's a shame. As always, by the time the jam was over, I'd built enough systems and nailed the workflow to create more levels. Shame!
Man, that's the worst :D
Really good concept and super polished! Took me some time to learn you had to phase onto a person to possess them. The overall idea is real smooth, and fun.
Yeah, this was actually a last minute change (it used to be on a separate button) so I feel that I didn't exactly relay the information to the player. I'd like to add a more interactive tutorial in the future.
really liked this one. saw your note about the f ranks and felt better haha. cool idea well executed.
Yeah, basically, the intention was if you completed the level fast and without any kills you'd get an A. Your rank would drop with each subsequent kill or a slower completion time. I'll add this in a post jam judging patch :)
Very well made! I think this has potential to be developed further.
Extremely well done! Took me a while to figure out the mechanics, but I can easily see where a full game would go from here.
Very, very well done! It took a minute to figure out the mechanics, but once I did I didn't want it to end after the first screen!
Great idea! Good execution too for such a short time. First i just killed everyone and thought that you really messed up and then i saw that you had a rating system. Great thing to add replayability. You should definitly expand on this.
Unfortunately the rating system isn't working as I ran out of time (so get used to F grades!) however, you indeed guessed correctly that higher ratings would be achieved by killing fewer enemies. Also, time was going to be a factor, but I didn't have time to add a timer... :p
Love the concept, placing blocks with the way they swing is a little janky but it works really well. Great little game. I enjoyed it very much
Their exaggerated animation is a holdover from the Saturday when the game looked a little goofier and far more retro - by about midnight on Saturday I realised that creating sprite animations was going to take me too long, so I went for a cleaner, abstract approach. But yeah, that's why the swinging is a little janky.
For fun, here's a screenshot of what the game looked like by the end of Saturday... I changed direction a lot on the Sunday, huh?
Wow it's amazing how much can change in a few hours. :) I had fun playing your game a lot, it would be awesome to see a few more levels if you end up adding to it after the jam.
I think you made a really good choice with the aesthetics change- below it looks fun and interesting but what we have now is a lot clearer to work out the puzzles
I like the concept! Hope it gets more levels and maybe tell us about the secret too.
Very interesting game, I would love to see different levels
So would I! I feel like there could be some interesting gameplay if I were to layer some enemies that were resistant to possession or perhaps some switches that require a hold rather than a press... worth thinking about :)
love your game! All the little flourishes, the polish, the mechanics! Nice work!