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Ghost In The Machine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #162 | 3.091 | 3.625 |
Audio | #183 | 2.985 | 3.500 |
Overall | #234 | 3.011 | 3.531 |
Graphics | #276 | 2.558 | 3.000 |
Authenticity (Use of resolution restriction) | #276 | 3.411 | 4.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
2
squizout - lead programmer and lead level designer
ChipmunkGames - lead artist and level designer
It was awesome!
Was the resolution a challenge?
It was definitely a challenge. Initially we kept forgetting to use the correct resolution, and then it was restling with Unity and its UI system to get the UI into pixel perfect condition.
What did you learn?
Yes, we entered to try something new. We hadn't made a pixel art game before, and definitely not one to such a small resolution. The length of the game jam was also different, as usually we take part in weekend long jams. It was most definitely a positive experience, though. We learned to make better use of space, and the longer time allowed us to polish the game. It was a lot of fun to take part in this jam.
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Comments
I like the concept behind this game. Mirrored movements where you control two things on the screen at once and use that to solve problems was an idea I had fumbling around sometime ago. Seeing it in action was gorgeous, for some reason though it won't let me download it but I am happy that it is playable in the browser. I had the same problem as the Marco person though where my mirrored image can't keep their door open for more then a second thus making it force me to quickly hit the button and rush the other me to his door. Pretty cool though!
Thanks a lot for your feedback, I'm glad you liked it! The timing is quite tightly controlled on the levels, but getting a running start will help. A couple people have mentioned having trouble with the speed of the door closing, so I think increasing the time the door is open for would help. I'm not sure why you weren't able to download it, maybe a problem with itch? I was able to download it just now, so hopefully the problem has been fixed :)
I now have it downloaded! Thank you!
The idea of the mirrored world with your double who can move on first is quite intriguing and it works quite well. As LtRandolph I couldn't go on from the level in which the upper me starts on a crate while the other one is on the floor - the other me button can't keep his door opened that less than a second so I could go on. Anyway congratulations
The idea of the mirrored world with your double who can move on first is quite intriguing and it works quite well. As LtRandolph I couldn't go on from the level in which the upper me starts on a crate while the other one is on the floor - the other me button can't keep his door opened that less than a second so I could go on. Anyway congratulations
Thanks so much for playing :) As I mentioned in my response to LtRandolph, the levels are pretty tightly timed so I recommend getting a running start before pressing the button. Here's the solution I use for that level!
ah! ok :-) thank you!
Pretty cool concept. I liked piecing together the game rules through experimentation.
I'm not sure if I'm misunderstanding something or if there's a bug, but about 5-8 levels in there was a room where red starts on a crate to the left and blue on the right. I couldn't find a way to get red's door to stay open for more than .5 seconds.
Thanks so much for your response!
You're definitely not misunderstanding, the timings on these levels are fairly tightly controlled. Here's how I normally do it :) For timed levels, I recommend getting a running start if you can, or aligning yourself with the very edge of the button before pressing it. Hope that helps!
Ahh, that makes sense. I hadn't realized how much momentum you could build. Cool.
Came back through and finished. I really like your narrative arc and difficulty curve. Well done!
My only complaint is that there were a lot of times where it felt like my button presses weren't making it through. I had to be really careful and precise, particularly on one where you had to jump over a door repeatedly.