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(+2)

There's too much going on. It's a mess. I think you need to simplify and take out a bunch of the extra stuff.

Why does my gun automatically rotate? Why are there clowns in addition to the ghosts? What are those skulls? You're thowing all of that stuff at me right away at the beginning of the game, and I haven't even gotten a chance to get familiar with the game's controls. I don't know what I'm doing and all of this stuff is happening to me. Not fun.

When you add in the dice rolling trap mechanic, it's just more stuff on top of stuff. Sure that's the theme I guess, but there's just no reason for it. Why do I want to roll a dice to determine the number of ghosts I can trap? Why is that more satisfying than the alternative?

Simplify. Simplify. Simplify. Strip it all the way down to the gun, the ghosts, and trapping them. Try to make just *one* satisfying interaction, and then build the rest of the game from that.

(+1)

This is actualy good constructive feedback thank you.

Firstly the clown was inspired by 'IT'

Secondly we do plan to impliment a tutorial level to slowly explain the mecahnics.

We do plan to release with the initial basic level of simply catching the catching the ghost and draging them to the traps. The roulette parts we plan to impliment as add on weapon types or a variant scene or chapter that can be unlocked. (note it was originaly meant to be 1 trap 1 ghost)

As for the rotating gun we combined ghostbusters with the ripper ribbit arcade game, we are still collecting feedback on weather to change this mechanic or not but for the most part most people enjoy the mecahnic.

Again thank you for your constructive feedback