Thank you. This was really one of the first games I made for a game jam where the game idea really has potential that is already showing in the jam version. And I really want to continue this after the jam. As you said balancing is the main thing to work out. Currently difficulty and skill don‘t really match up. I will be working this out over on GitHub though and there will be a postjam version. If you would like to check that out I would be interested in hearing your feedback again.
Leander
Creator of
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Thank! you! This is really great and honest feedback, I really appreciate that :)
My responses are kind of from bottom to top: I would have really loved for the enemy spawning to be the same in each round for the game jam version (it is already fixed in the github version) but there was a problem with the seeding in the jam version, so yes it’s really annoying. The randomize button for character customization is a great idea and on our todo list from now on. The few customization options were just because of the time constraints, yes. I think I will stick with the single HP, because I fear there could be players doing a whole running without ever seeing (or being) a single ghost. The ghosts though are something I thought about a lot after finishing this game jam. There is a ghostkill upgrade, but it only accounts for the current run and the ghosts are back in the next one. Making it absolute would come with other issues like killing a really important ghost accidentally or ghosts with the upgrade killing future important ghosts. I will have to think about it a bit more, but I really think some kind of exorcise functionality would be useful. Incentives to keep playing are also something we hadn’t quite worked out for the jam. This was another case of starting on a half fleshed out game idea and realizing a bunch of problems while implementing it. Ghosts not aggroing enemies is kind of annoying but I also find it quite interesting, because you as the player (knowing you will be a ghost) have to be aware of that and for example shoot at places where there had been an enemy but it walked away because it got aggroed, but in the next run when it wouldn’t get aggroed you (as a ghost now) would only be able to hit it where it spawned. It’s kind of mind-bending and also delays the gameplay somewhat which is not ideal, but as a game jam concept I found it really interesting. If you want to play a improved version of the game there will be updates on itch after the jam and also maybe a new release in between on github
Thank you for playing the game. Unfortunately I didn‘t have the time to add some kind of tooltip or particle effect for the objects that can actually be picked up… The fact that you run out of objects fast is intended so that „Nothing can go wrong“ or you have to restart. But then your suggestion about faster resetting, with a hotkey or something and making the intro shorter, comes into play. Anyway, thank you for your nice feedback :)
Gonna try out your game now!
Here's mine: Trash Collector by LeanderDev (itch.io)
Originally I wanted to make jumps not infinite and also not have a conveyor belt but just a regular map and the camera moves. But then I decided it would be hard enough, because you can’t jump in one direction the whole time and there are also cubes, that can kill you. Still, thanks for the feedback and of course for playing my game.
This game was the best game I played so far, appearance and fun wise! Unfortunatly I got stuck on the IT level, as I didn't find out how to build a T. How do you do it? because the way I thought you would do it was already the way you built an L and two Ls just one mirrored and combined also didn't work
I like the aesthetic of the game, but I didn't have any goal to go to. I wasn't even really able to explore the map, because more more enemys kept spawning. And maybe that's you game, just a simple combat game, but for that I think the combat wasn't really interesting. I ended up just being able to stand around and spam left click and when enemys got stuck on walls kill them there. But otherwise really great game!
I like the games concept and the sound design. But I think the music loop could be a bit longer so it doesn't repeat that often. Also I think the smoothing of the movement is a bit to much/slow, because when there are scissors coming down, it's just hard to dodge and then you would blame the game. You could maybe make the controls snappier but the falling of the objects a bit faster. :>