This game is cuter and more polished than it looks.
The general feel of the game was pleasant.
Just the act of moving flying around trying to explore the house was fun, even ignoring the tasks that you are supposed to do - this game passes the Nintendo/Mario "movement is fun" test.
Very good job!
:)
Here is a list of some things I would suggest changing or looking into.
1) The "how to play screen" is fine to have in the menu so the player can come back to it; but it should be shown forcibly once at the start - I spent a long time in the attic before I figured out I could move the boxes.
2) When possessing things, it would be good if there was a brief animation and sound to give the player feedback. Something like a "fwip" of being sucked into the object. Without this, the possession effect can feel jarring, and had me wondering if the game had bugged out on the camera angle and movement. It would also helps if there was a reverse animation and sound. I got stuck in the sink as the sponge, and it was not clear if I was still possessing it or not, because both the ghost and the sponge were obscured by the water.
3) The camera would benefit greatly from some "cannot go through walls" functionality. I haven't implemented this myself, but I think Unreal has a built-in "camera on a spring" or something? The idea being that the camera should zoom in on the player as it approaches a wall to avoid clipping the wall and blocking the player's vision.
4) Some clear path to get dishes back on to the counter would be good. I dropped a plate, and I moved it around a lot before trying to jump up the bin. It seemed like it went in the bin (?) and then respawned on the counter. I suspect this may have broken something because I couldn't figure out how to finished the dish task. I had 2 dishes in the sink, and the sponge, the big blue bubbles appeared, I moved the sponge around in the sink, and... nothing. Not sure if I missed something, or it was a bug.
5) Going back to the menu - I think the menu only appears if you are *not* possessing something?
6) I would suggest renaming "Ghost power" to "Ghost vision" instead, unless it does something else as well. I actually was thinking I wanted a feature like this, and I was pleasantly surprised when I eventually found it in the how-to-play screen.
7) For reasons I'll address in detail in 8), I recommend changing the stills and videos on the game page. The ghost is very cute, moves well, and is the protagonist - it should feature more prominently. I recommend a little video of it flying around, at a minimum, because it's hard to see in still images due to partial transparency (I only noticed the ghost on the web page *after* I played the game).
8) To be perfectly honest, while most of the art is completely fine, there is some Uncanny Valley happening with the faces of the people and the dog. Take the still of the dog coming towards the screen with the ball in the foreground. There is something off with the eyes - they look straight ahead, at the camera, not at the ball, and they are *wide* open with no visible eyelids. The end result is the eyes look dead, like they aren't looking at anything. The reason I recommend changing the web page instead of redoing the art is because (well, it's easier, but also) the uncanny valley look doesn't matter during gameplay, because the player isn't spending time looking at the people's faces. The player quickly runs away from a face. So the issue looks worse in the pictures than it feel in the game, and thus, the web page doesn't do the game justice.
For reference for what I'm talking about with the eyes, compare the eyes of characters in the "Hot Dog Dance" from Mickey Mouse Clubhouse, and the eyes of the same characters in the "Stretch Break" dance from Mickey Mouse Funhouse (link *should* be for 11m30s, but if not then jump to that time), which was made several years later (Clubhouse actually fixed this in season 2; but I can't find any season 2 episodes on youtube).