This game looks really cool. Ultrakill vibes. However, the biggest downside is that there is not any game feel. You don't know when you are getting hit, nor when you hit the enemies. Aside from that, it is fun to play. Great j*b.
Nakslol
Creator of
Recent community posts
Thanks for playing!
Making the shader be also pixelated would require it to be a lot more complex. I think it is not about just rendering at a lower resolution, since shaders work with the pixels on screen, but I am not a shader expert. It could have made a cool effect, but that went beyond my abilities.
The ambient light could not work, since the ghosts are meant to be hidden. I did thought about adding torches that shine a bit, but that also meant changing the shader.
So I have some questions about the jam.
First, how exactly are the games rated for the prizes? Is just the best rated games? I would find that not fair since the better rated just keep getting rated and there are some genuinely good games that dont get barely any attention (Such as mine, obviously. What a wasted masterpiece by the foul taste of y'all plebs)
How does the point deduction, karma and coolness work? I get that I play and rate games, and magic magic my game is getting rated. But what is that magic magic?
Is there any other nuance for getting rates?
I guess that I could rate anyone who can answer me. (Damn, I feel like a nun selling her soul to the devil to learn the ancient scripts)
I learned that time management is useless when you can be programming for 56 hours straight, sleep for 2 and a half, and get back to programming. (I did bang my head against a wall for 3 hours trying to make one single ability work. No but really, why tf did I see a ghost completely in the colition, didnt even flinch, and random ahh ghosts not even in the screen were violently exploding? Never found out)
So I think my game turned out great. The gameplay could be more enjoyable, specially at the beggining. (Later in the run (since it is a rogelike), when you have the suck power or the explosions power (or both), is really fun to strategize more to deal with the tougher ghosts). The art turned out great, especially since I'm a sucker at drawing (pixel art makes it easier tho). The sound design is a bit lacking tho. I did add the essential sfx and not much more.. Also all of the songs are Kevin macLeod (with one of them being straight up kool kats), which is very funny to me ngl.
I did get carried a bit and ended up working on it for 6 days straight from 8am to 2am tho..... Didnt have much else to do, so I dont mind.
Here is the game if any kind soul wanna try it (https://nakslol.itch.io/manor-of-ghosts-that-explode-for-some-unknow-reason). And if you dont rate it 5-4-4-3-4 or better you will burn in the darkest pits of hell. Or worse, get turned into a ghost of round 4 in a loop and get decimated eternally.
So this sickens me.
You made a game where so many great characters but you don't give enough development. Specially Mikeyse. She deserves better than being killed off-screen.
Aside from that, the gameplay was good. I found the turn system intriguing. Love the depth you gave it. Could not say the same with the abilities. Too many and too little synergies. You could count the Sugiert and Mikeyse combo as a synergie (witch is really cool btw), but still the posibilities and potencial was inmense.
The art was beautiful. Love the backgrounds, love the character design, love the artist who made them. Specially good Mikeyse's design. Love Mikeyse.
Music was good as well. Not very memorable for most, but damn the villian's theme was a banger. Ivuiste is such a good villian btw.
But what I hate the most, and hate you by extension, is the duration. It is too god damn short. I want to see more, what happens to the village, if Sugiert and Anmaid get back together. Wanna see more.
Also, I made a car :)

The concept is cool, but the clipping happens way too often, and sometimes you fall out of bounds... (not that I can complain since in my game (also with mazes btw) you spawned out of bounds, didnt know why, so I just teleported you to the middle, but built wrong the left wall and now it has an undertale reference in it). Maybe you could have made the cube spin with the maze as well. It could be a bit underwhelming not being able to build momentum but i think it would be an improvement.
I love the mechanic complexity this offers. However, I do feel the tutorial is a bit vage... Even with the extra tips, I still dont know exactly how everything works. Also, the tinker experience could be better by being able to move entire trees and having a "clear" button (ngl i did have gears get stuck in the middle and dont know how to get them out).
Really cool game
Really cool game. I cant give any praises that hasn't been said. The music, the feel on the computer, the puzzle...
However, I do have a few critiques (mostly neat picking, so don't listen to me):
-There is a bug (i assume) where you can close tabs even when the x is hidden. So that is a bit bothering
-If there was a metaphor or smth about the file being empty, i did not get it. I feel like that is on me tho
-I feel the theme a bit vague, since you are basically pushing a button, not so much spinning it. But I am usually harsh on the theme application. (Not that mine is good or anything)
-This is 100% personal opinion, but I don't like being presented with a "dilema" (in this case, given the chance to enter the computer but this computer/haker/IDK telling me to please not enter, that it is his sanctuary and we are intruding) and not being able to decide what to do.
Overall, solid 9/10
Thanks for playing. About the feedback, there is actually an upgrade that points to the trapdoor. But still, you can get unlucky. That is why you can activate "Compass always on" in the options. (Altho it is still true that you can get both unlucky with the upgrades and the trapdoor spawn if you really want the "intended experience")

