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ghostihosti

4
Posts
A member registered Jan 04, 2021

Creator of

Recent community posts

Thank you for playing the game and your feedback!

Ahhhh, this is the kind of level design that I will always enjoy, because it takes me back to the palace courtyard level from Zelda OOT, where you have to avoid the palace guards!

I appreciate that there is an explanation of how the various obstacles work, and that the level increases in difficulty, further expanding on how previous obstacles are used.

I did encounter one bug a few times where the escapee was getting stuck in barbed wire, and the cursor would spaz out, also stuck where last clicked.

Well done :D

Excellent graphics, good audio, interesting concept and realization of the concept!
I had to recycle through the instructions a couple times, so maybe if that dialogue gave a bit more time and could be clicked through it'd improve the understandability of the gameplay, but once I figured the rules out it made sense!

My compliments to Sebastien Baby on such a crisp and attractive design.

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Hi! I like the character movement, visuals, and the incentive to speed through this 2d sidescrolling shooter. 

I noticed that terrain can be shot through and enemies can get hit off screen (which means you can just spam shoot and clear the path from off screen), bullets have a projectile speed so high that enemies die before they can shoot back if you advance slowly, and you cannot dodge enemy bullets (which I admit is historically accurate). The damage dealt to enemies per bullet seems randomly assigned. It might be more interesting a challenge if damage were more consistent, and headshots were one shot KOs, but any damage to the player is always lethal. This means that if an enemy shoots at the player at all, there is a high chance of failure. Personally, this kind of game is the most fun when the player is able to speed through it, not move through slowly.

I played up to where there seemed to be a pit trap which offered no escape.

My final observation is that the first couple lives are spent learning it's not a good idea to speed through areas not yet attempted; the middle chunk of lives are spent slowly advancing and learning the position of each sentry; and finally, the last lives are spent speeding through till dead or in a pit. Is that pit the end?

The lack of audio is an easy fix, and if that pit is the end, perhaps a quick cutscene or death animation, before letting the player know they've beat the game somehow!

Overall, I enjoyed it! :D