Love the combination of pixel art and 2d, although it looked weird when the ghosts were coming at me from 90 degree, they looked like a thin line.
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Ghosts 'n traps's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Relevance (Creative Expression of Theme) | #77 | 3.455 | 3.455 |
Aesthetic Flair (Graphics & Sound Presentation) | #101 | 3.364 | 3.364 |
Overall | #105 | 3.091 | 3.091 |
Technical Excellence (Design & Engineering) | #113 | 2.818 | 2.818 |
Immersion (Gameplay & Storytelling Engagement) | #123 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Hey there, Thanks for putting this together. there's a lot here for a single weekend! good job on getting it all in there. I will say, it really feels like what's here needed more time. While the game has a lot of elements going for it (action combat, upgrades, dodge roll, 3D environment and lighting etc) none of these elements were implemented in a way that felt polished enough to really enjoy. On the whole, I think the game really could have used some in-game story setup that explained what was happening, or had some overarching structure like a score system or timer, any kind of objective with measurable outcomes for the player to aim toward. Beyond this, I think action games really warrant time spent getting the feel just right. Seeing the character pivot off-centre or the damage not sync up with the visual feedback for the sword animation were quite jarring, as was the audio mixing. I think with a simpler vision, you might find it a lot easier to make something tighter. There's a lot of good stuff here, it just needed more time. Best of luck with future dev, Adam
Made by One or Two People
yes this was made by just me / us
All Original Content
yes everything was made during the jam
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