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Game Name:

Paranormally

Developer(s):

Sanj1t

First Impressions:

Did I really just witness a full-blown cinematic cutscene in a Game Jam submission? Absolutely phenomenal. The sound design, the effects, the tone—it all lands beautifully. Immediate immersion.

Now, let’s talk platforming. The lack of mid-air control is a bold choice. It’s definitely frustrating at first, especially in a genre where most players expect tight, snappy movement that bends the rules of physics just a little. But knowing this was an intentional decision, I set aside my muscle memory and gave the puzzles an honest try under those constraints.

Design choices like this can split audiences—some will hate it, others will love it—but if the limitation serves a deeper design purpose, it can absolutely pay off. In this case, it made every jump feel deliberate. No cheesing. No shortcuts.

The phasing mechanic is the real standout here. You’ve already nailed the idea that ghost mode avoids traps but can’t interact with the world—but I think you could double down. What if phasing not only affected world interaction but also gave you different toolsets for movement or problem-solving? Having to shift between those modes to progress would add some juicy layers.

Game Loop:

A puzzle platformer tied to a narrative arc, with a clever phasing mechanic that changes how you engage with obstacles. Once I got past the early hiccups and settled into the rhythm, the loop was satisfying—even if the floaty jump physics kept me on edge.

Creativity / Originality:

Let’s start with the big one: originality. After talking with the dev, I learned they were inspired by Elden Ring to experiment with new movement philosophies. While that game isn’t a platformer, I see the influence—it’s about deliberate movement, risk vs. reward, and learning to work within your limitations.

The core idea of ghosts helping a paranormal investigator by lending him their powers is a fun twist on the “Unlikely Ally” theme. The mechanic supports it, the story supports it, and the aesthetic ties it all together.

And again—major props on the cinematic intro. That was genuinely impressive.

Technical Execution:

We hit a speed bump early on with a broken build. Whether it was an upload hiccup or a weird system conflict, the original version wouldn’t let me progress. Thankfully, a patched build fixed everything.

In the updated version, ghost mode works as intended, the puzzles are solvable, and the mechanics function smoothly. Everything played as expected, and no bugs surfaced during the second playthrough.