An interesting idea, but on account of the friendly-fire and ghosts not aggroing enemies (and so often not actually killing them as the enemy was positioned different during that ghost’s life) every attempt would tend to become harder than the last.
In general this feels bad, though given the theming of your game it seems to be the point, and I do think the idea’s worth exploring. But maybe there should be some incentive to the player for continuing on despite all the ghosts they’ve spawned, as opposed to just hard restarting. Maybe with each prior life, additional loot from that ill-fated adventurer was dropped in the dungeon that could help the player, or there could be a roguelite upgrades system like in Rogue Legacy. And if you don’t mind my proffering further ideas there could be a way (whether it be an upgrade or something else) to “exorcize” particularly troublesome ghosts so that you’re not always stuck just waiting for them to despawn.
I must say that the random enemy spawns I in particular didn’t like, as these are enemies that your ghosts definitely aren’t helping you with, and on later attempts you’ll have ghosts firing seemingly at random on account of these spawns. Also, these spawns could happen rather close to the player, which would feel troublesome.
I did like the character customization screen, even if it didn’t have too many options. (But hey, time constraints.) A randomize button for this screen would be nice, as otherwise players who just want to quickly start their next go are gonna end up always playing a nameless naked dude.
Sorry for a lot of criticisms. Despite them, it’s clear to me that good work went into this game. The art’s quite nice with a fitting style, and the top-down shooter gameplay played pretty well, though was definitely too difficult. (Having more than one HP would help a lot.)
Good work overall!