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What did this game do well?


I like that the items in each room that you can pick up are highlighted when you mouse over them. Makes it easy to know what you can and can’t interact with. The controls were also easy to understand, and the idea for the game is pretty cute. The art was really well done and I enjoyed how there was a lot of respect for the player to figure out these little puzzles. I like the different settings of the themes. Most of the objects make sense to the corresponding character and the story/concept is adorable. It is very adorable. I like that all the generated art was run through a second ai for consistent art direction. The story and concept is also lovely. I think the game did a good job making it so that the interactable objects weren’t too hard to notice and stood out from the enviroment. I LOVE the aesthetics & bgm (so soothing!) I like how the LLM was used in most of the game development process This game is a nice take on the point and click adventure genre. I love all the items and the stories that each ghost told. I also liked how the prompts would hint what item you need, rather than telling you. The game is simple but also relaxing and enjoyable. I also liked the scavenging aspect and how clearly I can see which items are clickable and which are not. the generated sprites are aesthetically consistent and well-made Interesting point and click

What could this game have done better?


For some reason you can select multiple ghosts at once and the UI elements such as the heart, guesses left, and speech overlap with each other. Its a small fix but I think it’d be nice. I also think sometimes it can be confusing with what item corresponds to what speech. There was a line about farmers and I think its the trident thing but I’m not sure. I also got a ghost with two lines about hacking and coding and the USB wasn’t what they wanted. The lines of speech and items they correspond to should be more unique. I think the puzzles were a little one-dimensional. Perhaps have different ghost require different objects. Also the inventory system doesn’t seem all that necessary. It probably needs a bit more hand holding at the very beginning, because I got confused initially on how I give an item to a passenger. I think it would also be rewarding if the ghosts transform into human when all the items have been collected. It’s not very easy to understand what the game wants from you without some guidance. Once I understood that it was about helping the ghosts pass on peacefully, I liked it a lot more. But that required being verbally told about that being the intent. I think the game could have improved by adding an option to go back to a previous stop instead of having to cycle through all of them. I think an additional return to train option at each stop would have been a good idea as well. Minor bugs when drag and dropping The main problem I had was I struggled to learn how to play the game. I could not figure out how to play the game. I know I had to click on the ghosts to see their stories, but I did not understand how to continue on. I spent a long time just clicking and dragging random things until something worked. Some of the items and narrative are quite confusing, and there’s a lack of game feel (feedback) on trials that makes it hard to understand what is going on Missing clear directions