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Slime kid returns, with a vengeance. Or the ghost return with a vengeance, Slime Kid just returns. I enjoy some good old collectathons, simple games like that can be surprisingly fun and I feel this had certain level of surprisingly fun elements too. At first I though the ghosts were too easy, and then I met my nemesis: The green ghost, which proved that the ghost should not actually be this hard, they are hurting my feeling and jumpscaring me by appearing through walls (I'm joking, the challenge was fun). Same with the big ghost, first time meeting it, I knew something was up, but I still got rightfully spooked by them just rolling me over. I won't complain about controls much, as I did not play with gamepad, so I know I was shooting my own foot there, but I think what I really started to miss was some movement tech. The movement was solid, I just wish there was like sprint or dodge, double jump or something one could master to get that speedrun started, especially with the tight timer. Or at least I though the timers were perfectly made so that I felt the pressure to make it just in time. 

Ok I'm starting to ramble whatever I have in mind, good stuff! Good animations too, bonus points for the environmental stuff, I don't know why the place had so many random books and mugs on the floor, I don't know who got so mad at the water-machine, but I quite enjoyed the somewhat simple yet hazardous looking environment. Good work! 

(+1)

Hi J! Thanks for playing. I tried to make this entry spookier since the last one got a low score on the horror side of things.

It seems like you made it pretty far. Nice job! The inspiration was Pac-Man. I was trying to capture the sudden shift from feeling safe to having a ghost right on your tale. But I also wanted to try 3D for the first time.

Camera controls ended up like that because my play testers (wife and kids) had difficulty controlling camera, so I limited it to rotate on only 1 axis and that helped. But that felt weird with a mouse, so I made it arrow keys. Much less conventional, but stopped my play testers from clipping the camera through the floor or staring at the ground. Perhaps if I had more time I'd make conventional controls an option.

As for the environment, the game is meant to take place in the far future in an abandoned office building after monsters take over (though from Slime Kid's perspective it's more of an ancient structure or something). But the souls twisted the building into a disheveled memory of what it used to be. As you progress the souls anger makes the environment more unhinged, until the final level where it just doesn't make sense anymore. The souls, being ethereal, can't actually see you, but if you get too close their hate for monsters kick off an instinct to kill. And if you hang around them too long (let the timer run out) they'll hound you down even from afar.