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Looks like a really fun game! I'd love to play as a ghost trying to spook an unsuspecting family. A few points of feedback from me:      

  • It would be good to have an explanation for what the end goal of the game is and what the "Frighter-Counter" is on the player side so it's very clear what they're trying to achieve mechanically.
  • It was a bit unclear to me who Gladys is- you mention her name in the first paragraph of the GM section but elaborate who she is at the very end, might be good to reshuffle these a bit.
  • Are the minuses and pluses in the Residence, Residents and Pet sections applied to all characters at the start? The -1 to all stats might be quite brutal if stacked multiple times or with other negatives, considering the highest stat that the players can have is a 3. Maybe that is countered by Determination, especially if that is stackable.
  • Lastly, I can imagine the game can drag on if rolling a 1 keeps resetting the Frighter-Counter. I can see the game as a fun and snappy one shot where you get to team up and terrorize a family as a bunch of ghosts. Maybe that's why the Ectoplasm is also a health pool which can act as a timer in a way, but other than spending it on powers I'm not sure how much you'd lose on a failure. Possibly to make things snappier you can have the last member of the family just run away when everyone else is gone?

Hopefully these are useful! It would be great to playtest it as I think it has a lot of potential!

(+1)

Hello! Thanks for the feedback. I could only fit so much into the space of a single piece of paper so some clarifications were sadly lost. We plan on fleshing it out a bit once the game jam ends--I actually want to make a bigger game out of the concept--and will definitely use this feedback to help it grow. As for your questions:

Yes the modifiers apply the moment they're in the Residence. And yeah, they can be punishing but in our playtests it's nothing insurmountable especially with Determination--which does stack. 

We haven't had any issues with 1s resetting the Frighter-Counter but that's mostly because it's rare for someone's highest die rolled to be a 1, so we haven't encountered an issue there. 

We modeled the game after an old Sega Genesis game called Haunting Staring Polterguy so we kept the goal of that game in mind the whole time: scare away the family. The thing is, you have to scare them all individually most of the time and some people are harder to scare than others. So, sadly, we can't just have the last member of the family just run away with everyone else gone. Granted, we will explore a lot of these mechanics during the full scale development that will happen eventually--we have a big backlog of games to get out but this one might jump much of the line.

Again, thank you for the feedback and we will look to expand the game a bit after the game jam ends.