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Geistfeld's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #8 | 4.000 | 4.000 |
Controls | #17 | 3.429 | 3.429 |
Accessibilty | #18 | 2.964 | 2.964 |
Overall | #18 | 3.413 | 3.413 |
Originality | #20 | 3.679 | 3.679 |
Graphics | #27 | 3.643 | 3.643 |
Audio | #34 | 3.179 | 3.179 |
Fun | #37 | 3.000 | 3.000 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
v4.3.stable.official [77dcf97d8]
Wildcards Used
It's Broken! & Pursuer
Game Description
Escape a mysterious haunted field while being pursed by a terrible ghost!
How does your game tie into the theme?
You are escaping from a spooky field that is being haunted by a malevolent ghost that wanders the field.
Source(s)
https://github.com/jake-abed/geistfeld
Discord Username(s)
badhandbanana (:enomem in server)
Participation Level (GWJ Only)
This is my third!
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Comments
I liked the art and the atmosphere. I do wish there was more of a background soundtrack and visual indicators for the cooldowns. I think more vfx in general would have lent itself to making the whole game feel more polished, but overall I enjoyed it.
That time does not pause while reading notes seems like a really unfortunate decision here. The idea is really neat but I struggle to engage with it when for most notes I get barely halfway through reading them before I have to run from the ghost again.
I hear you but it was very intentional on my part! Thank you for playing all the same.
This game is stunning!! Like I am so impressed how quickly you managed to make this this game! The soul leaving a message on deaths was SUCH a nice touch. The atmos, the art, the sfx, the gameplay all worked perfectly with each other, it was so well done!!
Some feedback that I have:
- The banish mechanic (although doable), could've used some VFX, that would've really amplified the game and provided the player an understanding of how far the range actually is
- Didn't really enjoy the invisible cooldown on sprint and banish. On a game that has 0 checkpoints and crucial timings, I feel like a visual indicator was required. If I pressed it too early for whatever reason, I didn't know how long to run away before it was up again
- Text legibility. I loved the haunted theme text that you added on the notes but I also found that it was quite hard to read some of them. This resulted in me just skipping by some notes which was is why I got lost but this then leads to my next point
- Map Scale. I think it was a bit too big and empty for the objective of the game. I almost stopped playing after I died twice when I collected most of the parts. Especially when I spent a long time on the first run going in circles trying to find everything and I wasn't sure how long left. Alternatively, if you wanted to have this big forest map, I think you needed to go into the following:
- Create a Map button. Having a button that opens the map of the forest and shows where you have explored or unexplored would've been really handy due to the scale of the map
- Escaping. I feel like having something like "Crowbar required" "'Key required," etc, rather than "Repair Trapdoor" would've provided the players a clearer indication that they weren't done. I first used the handle on the door and thought I was done and the ending was bugged
- Tiny one but the audio on the door opening at the end is WAY louder than the rest of the sound effects, got a mini jump scare when I opened the door haha
Overall, everyone should play this game because it is actually amazing and unique! Great job on your 3rd Godot Jam!!
Wow, thank you for all the detailed notes!
Again, thank you for the detailed notes. Means a lot :) especially coming from you and your team.
I really enjoyed my time with this game, probably my favorite of the jam so far.
The art is simple enough that it lends to the entire atmosphere of the game, and the subtle fog and flickering light make it a spooky time. One of my favorite parts of the FromSoftware games is the note leaving mechanic, and reading everyone's death notes in the wisps scratched that same itch in my brain!
I do wish the banish radius was a bit bigger, it was a little hard to time out when to press Space. Overall though, it was a good time and a great game!
Wow, thank you :)
Yeah, the banish mechanic needs work. Good idea with middling execution and balance. I'm throwing around the idea of making a full game (or at least a "more-full" game) after the jam, in case you are interested.
Leaving the notes in whisps is pretty amazing, thanks also for posting the code. The light tapping the audio lent well to the atmosphere!
Of course, I'm also happy to share the server-side code too if you're interested in taking a gander. Thanks for playing.
Cool little game here, I really liked the banish mechanic to get the ghost to go away. I liked the notes everywhere but I did have to go back to the beginning to remember what I was looking for lol. I also liked how my character had a long nose - good use of through the teeth. Great submission!
Really good atmosphere and love the art style.
Good game, although, i kinda didn't know what to do. Got the key and repaired the door and i was then just running around. Great art BTW. Also loved the idea of dead player passing their detah message to the next player.
Yeah, I tried to gently signpost the player and was perhaps too gentle in guiding.
Thank you for playing and the feedback. This is my first time releasing a game that wasn't just pixel art, so I was super nervous. Glad to see it panned out :)
Great atmosphere at play here, this game keeps the tension quite well throughout the experience. I wasn't too sure on what I was supposed to actually do the first few attempts until i just randomly came across the trapdoor. The constant threat of the ghost is well implemented though I do think it can be a little easy to avoid by just running away even when it gets to its faster speeds.
Solid game, Great work!
Agreed, the ghost and player upgrade scaling balance just wasn't quite right! Thank you for playing, really appreciate the feedback.
The async multiplayer idea seems cool but I didn't notice it until I read the description. I think this games needs to be a bit more challenging as it felt very easy to just sprint away from the ghost. I liked the visuals and sound in this game though!
Thank you! The game needed another day or two in the oven for balance alone (ignoring mechanics and polish even). Having watched a handful of people play it now, I've watched people find it insanely difficult or insanely easy, but I think that depended on how they interacted with the game and how much they were willing to read. This makes me think that I needed the ghost's difficulty curve to be more exponential. And the wisp blessings were perhaps too powerful? I was scared players would not be able to notice themselves getting more powerful, so I favored the player getting really strong.
Anyway, thank you again for playing :)
Now that you mention it I don't think I realised the wisps made the character stronger but I picked all the wisps up and found the player could be faster than the ghost.
The blessings and messages on death were really cool interactions. I encountered no bugs, but I feel like the banish mechanic could use some sort of indicator for how big it is. I think this game is the most original and has the best interpretation of the theme this jam. I know you did all the art yourself and it was great, and I liked the references to elden ring. I felt that the walking animation did look a bit flimsy like he was shaking his arms around, but maybe he is just scared lol. Great work!
Thank you! I really appreciate the kind words :) The art kicked my butt, so I'm glad people seem to like it this time.
The main player's movement was inspired by really jerky poor puppetry work where only the legs are moving, but the arms are left full slack, so they just jerk and flail around. There are supposed to be some bigger lore implications for that, but that'll be for if I make a more full release!
I love the "ever-present threats" style of horror games and the async multiplayer interaction is really cool! Very good!
I left a silly comment when i died :3 i like that i got to do that
why his nose so long tho
Very good sense of smell! Thank you for playing :)
Good game. I like the music and art style.
Nice atmosphere and cool sound effects! I really like the art. The Tpose was funny.
10/10
Great game! I liked the atmosphere you created with the lights and sense of impending doom. The main character could use a spring animation and some more SFX would be nice. The note mechanic is super cool and technology savvy. Overall, excellent job!
Hang on... i recognize the dev name from somewhere...
Neat game! Had a nice atmosphere and banishing the ghost was a fun move!
I wasn't able to collect all of the items, though. The map had different objects (big mushroom, campfires, weird triangle towers) which help a lot with remembering where is what, but I think a couple more would've been nice
The wisps were really cool tho! Really fits with the whole theme and story going on!
Another Genya, haha! Genya is my cat's nickname (Castlevania: Aria of Sorrow reference). The art was what took me the longest, so I found myself short a few more assets than I would have liked. I'm stubborn and like making it all myself though :)
Thank you for playing!
oo That's cool! And I respect the dedication/stubborness for the art!
I was really forward to trying this one and wasn't disappointed. The art style is simple but clear, the music is unsettling but unintrusive.
I love the idea of the async multiplayer, it was wild to find my own message. It also tied nice into the theme because not only the monster is haunting the Geistfeld, but those who perished previously there as well.
Thank you! I honestly owe it to the Pursuer wildcard and Dark Souls 2 for getting my creative juices flowing on the async!
Thank you for the kind words. I’m excited to play Aunted :)
Was looking forward to trying this one after seeing your progress photos. Nice work! At first I thought the ghost was too slow, but it feels like it speeds up / gets more aggressive over time - so all good. No bugs encountered, nice lighting, and great art.
Nice work!
Thank you so much! It could use some balance work for sure and a little extra polish, but I really appreciate the kind words. Put a lot of time into this one. Time for me to play yours too :)