Really cool graphics and fun gameplay. The idea also seems very original. Nice work :)
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Ghost Suckers™'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #13 | 3.679 | 3.679 |
Overall | #16 | 3.655 | 3.655 |
Presentation | #20 | 3.786 | 3.786 |
Theme interpretation | #24 | 3.500 | 3.500 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
As others have mentioned, the vacuum hitbox is a little finicky; there were many moments when I thought I should have been sucking in a ghost but they hit me instead. But other than that I liked it. Cool upgrade-picking system, and the sounds are great.
Cool game, I very much like the premise, but I agree with euclidean-whale, that the vacuum range is hard to see. I reckon the camera angle doesn't do this any favours and if it were topdown it would have been more readable.
The upgrades are neat - both the diagetic UI and that there's a nice variety, though it have been even nicer to have some changes, not just incremental upgrades (but that's way too much to ask for a jam game, I know).
I can't get behind the freeze effect - both the overlay, which gets quite annoying, but also the slow down that comes with it. To me it felt a bit unfair, because I thought I had more time/HP, but I was practically dead at that point.
Also as CelesteSystems has mentioned, I'd make the screenshake a tad less pronounced.
Thank you for playing!
I feel the same about the vacuuming range. I wanted to have more and brighter particles that move with the player so they don't lag behind but I simply forgot. I wanted the freeze overlay to be different too, but it was hard enough finding a good one.
I wonder what your highscore is, mine is 145 atm but I've seen a highscore of 189 :D
Cute little game. I really like the "ui" for choosing an upgrade.
I think that the frost overlay could have used a different sort of easing or something. I feel like it persisted way too long in a state where it was just vaguely muddying the graphics. It should do its thing obstructing your vision for however long it should, and then pretty quickly get out of the way.
Is this just pure ambient lighting? I think that a couple minor graphical tweaks might be really impactful: choosing clear color that fits the scene better, and adding a directional "moon light" so we get some shadows.
I found it sort of difficult to tell when a ghost was about to leave the range of the vacuum, and it looked a bit funny when they moved in and out of range. Maybe some sort of "grace timer" where they still get sucked for a small amount of time after moving out of range?
I also feel like you could have leaned a little harder into ghosts being a synonym for "entity." thing.
And I know this is not something everyone wants to do for a variety of reasons, but this is a game jam in a super code-centric free-and-open-source-forever engine where mostly programmers are participating. Let's see some source code!
First of all: thank you for playing and your honest feedback. If I had to do it again I'd do a lot differently. I wanted to make the vacuum particles brighter, I wanted the frost overlay to be procedurally generated and creep in rather than just changing the alpha, but in the end I didn't have the time and I don't have a sense for graphics 😅
A grace timer is a brilliant idea that I simply didn't have, maybe I'll get back to the project when voting has ended
But for source code: sure! Here ya go: https://github.com/tigerplush/ghost_suckers
Very nice work. I was not very successful, I felt larger ghosts bypassed my vacuum. I was probably bad at it. It looks great, nice models and a very nice little level you got there!
Great work! I love the chilling effect when taking damage – it creates a sense of urgency.
love that you choose upgrades by using the vacuum. excellent reuse of mechanics.
Really cute and fun! It's a bit hard to see sometimes, which direction I am hoovering, but the fun animations give the game a really polished feel. Luigi can go retire now, muhahah
Pretty fun, I love the way your vision decreases and the soundtrack ramps up as you lose health. Definitely helped it feel a lot more dramatic as you got closer to death!
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