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(+1)

Pretty cool game. Some of the ghost placements are a tad unfair and are almost guaranteed to hit you on your first playthrough no matter how careful. But once you know all the locations, the game becomes really simple. I think expanding on the combat would help so you could rely less on unfair placements and more on engaging combat to control difficult. For example, a ghost that, when it’s first hit teleports behind you could be interesting to vary the gameplay. Or a bigger slower ghost that doesn’t get stunned and will constant lumber towards you. One other thing is that there’s no real reason to not be constantly firing. If the player moved slower while shooting or it was tied to a resource or something, you could create more tense and interesting scenarios that force the player to be accurate with their shots and not just straffe into the ghosts. Regardless, it’s a cool foundation you could definitely expand on

(1 edit) (+1)

Thanks for your feedback! Those are nice suggestions. Some I've already thought of. Some I would think about and test. I plan to work more on how basic combat system is doing. And some other stuff.