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MatHeadGames

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A member registered May 22, 2022 · View creator page →

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Nice game, going into the well and coming back to the traders reminded me of the old Diablo days :)

I also liked how I had to learn the map and figure out which resources spawn where, although the only really important resource was the ectoplasm for the health upgrades. I didn't use the shrines too much towards the end, I didn't feel they affect the ghosts too much - they made the their attack rate slower, right?

I got to the end, although I didn't unlock the cactus from the cage, is that even possible?

Nice! For my first run, I actually didn't know about the mouse click and was just running around with the weapons spinning around me - and it was still fun! :) Then I read the description and tried it a second time, event better. As others have said, the end state doesn't seem to work here and I got a couple of frame drops especially with a lot of enemies on screen. Maybe something with the navigation?

Oh, level 3 was a little too hard for me lol. The sliding boat felt actually pretty nice to control. I also like seeing all the wreckages while trying the level.

Thanks for trying it out! Yes, it's unfortunate how demanding the game is. I have a couple of optimization ideas like some temporal caching to build up the emission buffer over multiple frames. The world might not yet be ready for raytracing, but we're getting close :)

Such a unique idea, I love it! I played through the easy levels and struggled a bit, had to get online help for level 3. I felt that the levels were actually getting a bit easier after that. But again, this was super creative!

Wow, the art was awesome! And I loved the jokes from each monster! I was always struggling with unpleasant, how much abomination was it?

Wow, the graphics and physics were awesome, I could definitely see this on Steam. Just add a bit more interactivity to the gameplay loop. I got 6009 points :)

Wow, that pixel art was really amazing! It looked super professional, must have taken loads of work. The writing and story was very cool as well!

Very cool game! I loved the combat combined with tower defense building. I also really liked the idea of the  shells being additional lives. The art was top notch.

Thanks for your comment! Good point, I should've made some screen transition or animation to signify that the return to the living room is intentional.

Love the idea of Bunny, the steampunk ghostbuster! :D

The platforming was a bit frustrating at parts, the water and the spikes were a bit hard to see, so I got instakilled multiple times. However, the combat was fun and the art was top-notch!

Cool game, I loved the boss fight! Dodging the vortexes while having to make space for me by shooting the ghosts was intense while I was at my last sliver of life :)

The comic-like cutscenes were also awesome!

I would use a different button for shooting, using the mouse just for that was a bit weird. Or, alternatively, have a full 360 aiming.

Very cool logic game! It had me scratching my head in a couple of levels. I also appreciate the polished UI and menus, you really went the additional mile there. Sometimes it was a bit hard to distinguish the high from the low tiles. Maybe the unbuildable tiles could be represented with a flat X instead of a low platform? Also, I'd appreciate a hover effect to highlight the square I would be putting the block before placing it, as I missed the squares multiple times.

Very cool, I really liked the animation of the people getting spooked! I'm guessing you used the NavigationServer for the people AI? Also, I didn't totally get the point about the diary at the top, was the ghost trying to get it?

Super cool, I love the glowing wolf and its animation! The enemy variety was also great, I particularly liked the purple shielded ghosts. The leveling system was also interesting, although I was questioning myself whether I shouldn't be just putting the points into the crystals, since the game seemed to be getting harder over time. I also liked the fact that I needed to master each of the enemy types to continue.

Thanks a lot! The labyrinth is the last level and yeah, the ghost AI is a bit broken in it. Because the passages are very narrow, the ghosts are sometimes trying to pathfind a way into the dark over a wall, which makes them want to go through you.

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Hey, thanks for giving it another chance, glad you enjoyed it! Yeah, the tutorialization could definitely be improved, the main mechanic is explained with a single sentence that quickly fades away :) Getting stuck in a room without a light is definitely frustrating, I didn't think about that case! I thought the ghosts would always kill you if you run out of batteries, but if the door is blocked, then they can't get to you.

I had a bunch more cool level ideas, but didn't have enough time to make those :-/ I spent like 5 days just implementing the lighting system, haha.

Thanks! Yes, I found Godot 4 super stable and I'm loving all the improvements it brings. Actually, the raytracing was possible because of it, since Godot 4 provides the signed distance field as an input to shaders. This is used for raymarching to speed up finding the ray intersection point.

Nice game, the first maze took me a couple of tries, the colored lights definitely helped with orienting myself :) Keep it up!

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Awesome visuals and ambiance, I definitely got jump scared a couple of times, because every bit of sanity was counting. I also really liked the architecture of the house, the "old TV" shader and the looks and animations of the ghosts. After 2 runs, I figured out the strategy to wait in a corner for my flashlight to recharge and expect the direction of the ghost coming. I got to the four diamonds key, but couldn't find the next token - was it somewhere outside? I'd give it another try with a hint ;)

Couple suggestions: some checkpoints would be nice, starting the game over got a bit frustrating after my fifth try. The game was also pretty hard even on the easy difficulty (might be because I was playing on a touchpad, lol). The ghost was sometimes killing me through a wall or the flashlight wasn't immediately working, which drained like half of my sanity a couple of times. Also, after death, the game doesn't seem to be resetting correctly - the first ghost was invisible and the second was accepting the picture even though I didn't see it in my next playthroughs.

That being said, this is still an awesome project for a week-long game jam, great job! Definitely a top contender :)

Oh no, did curiosity kill the cat!

But for real, very cool game, loved the ambiance, also got spooked by the creepy eyes a couple times :)

Wow, that was really cool, I love the art style and the idea of a ghost that causes chaos for fun! How did you make it to look that cartoony? Is there some shader applied?

Thanks for your comment! The idea is that there are ghosts that are afraid of light, so they hunt you from the shadows. You need to use your flashlight to keep them away. You always appear back at the entrance, but the house gets progressively harder and harder until you can escape.

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Yeah, the game's probably too hard currently tbh. But it is beatable :)

Thanks for trying it out!

Hey, thanks for your kind comment! Yeah I got myself inspired from a Sebastian Lague video where he does a very similar thing. 

I also wanted to try out doing some simulation on the GPU using a "feedback" shader (turned out to be pretty tricky to set up in Godot, but worked out well in the end). The pheromone diffusion is done that way to keep things fast.

I did the coding, background art and the music myself. I got help for the ant and enemy sprites and the SFX.

Thanks for the comment, glad you liked it! 

The loops are a bit frustrating, I had a hard time balancing the ant AI to work well in both low and high ant numbers. I also had to make them a bit dumber because I was running into performance problems. But I'm sure it can still be improved given some time :) 

The last lava bit was done in like the last hour of the jam, I didn't even have time to properly test it, from the feedback I gather it's too hard :P

Thanks for playing! Yeah I think the game is quite hard currently, we didn't have time to balance it at the end. But it is beatable :)

Wow this was great! How did you implement that snazzy screen transition?