Thank you! Yeah, the game is too harsh for a jam. But I think it’s not just because of AI, but because the navigation is bad. I think if you got a map, you’d beated it.
Sanya
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By the way, if you are interested, I wrote an article about how I made a UI similar to Persona 3 Reload. But it’s for Godot. Maybe you can find something useful: https://ultipuk.xyz/blog/recreation-of-persona-3-reload-ui/
The input is harsh. I think it should be linear without so much acceleration. Input friction is the main challenge here, it’s not the actual gameplay.
Some items are too scattered. It makes a better sense if you can pick up any other item relatively easy from any point of the map.
Is there a way to predict what object the next ghost will need? If it’s not, then the navigation management doesn’t make a lot of sense. It’s a good idea to make the state of the game more clear (or viewable?).
The aesthetics is good.
You can break from the chase by driving near the obstacles and by using speed boosts. It’s hard, but it’s possible, even when you have 7/8.
I like the concept, so I have started the development of a new game. Thanks for a lot of feedback in the comments, I think I can make the experience better.
I’m glad you enjoyed the game, thanks for playing!



