Hmmmm we shall see. Wasn't planning on it this go around.
Ryan Wilson
Creator of
Recent community posts
Man this is awesome! It might be becuase I play soo many Nintendo games, but the opening sequence gave me serious Mario/Galaxy and Pikmin vibes. I especially thought the look of moving around the world and how your perspective of the solar system changed was very cool. I think a few more land markers on the planets would help the player navigate and not get lost. Flying felt good to me. It is clear between the various gameplay systems(collecting, exploring, navigation, objectives) that alot of work went into this game. Nice job!
Thanks for trying my game and the feedback! I love your idea of a cone for the enemy's detection field. I would definitely make the game feel fairer and would help avoid having enemies detect the player through walls and such. I also like your ideas for new abilities. On the 2nd to last day of the jam I started working on an ability where the player could spawn a "dummy ghost" for the enemies to chase and lead away from the player. I wasn't able to complete it in time, but I think an extra ability would definitely spice up the gameplay. Thanks again!
Thank you for playing! When I first made and built the game as a windows build, when the player used the "Ghost Phase" ability. the player ghost went from a light purple color (like it is shown in the cover image) to an emissive white color. For some reason when building to WebGL, the original light purple material didn't show properly so the Ghost always appears white. I think that might have helped players differentiate between normal mode and stealth mode. I'm curious what you meant by "lane transitions?" I agree with you that some more visual feedback would make the game feel better to play and create a more engaging experience for players. Thank you for the feedback! It definitely gives me some things to think about and improve with future projects.
Thanks for playing! And that is a great suggestion. I meant to lock the players ability to move abd the enemies ability to detect the layer until after the opening cinematic but I think I forgot that. Your idea would work really well because it would still allow the player to move around but not be detected during the openings.
Thanks for playing and the feedback! In the final level there are two long stretches where the player can't really see very far in front of them as they are going. That was my intention as I wanted the player to have to try to properly time their ghost mode based on where they thought enemies were and should be. I did worry though that it could be too difficult for players. I think a 3rd person camera like you mentioned would be fun to try out and see how it affects players decisions.
Awesome job on this one! I really like the visuals especially the CRT effect on the screen. It really makes it look like an old school display. I also really enjoyed the mechanic of switching the channel to jump between blocks. At first it made the platforming frustrating to complete but once I got the hang of it, it started to feel natural.
Nice job completing your game! This was the first rail shooter ive played from this jam which is cool becaus eI think its a genre that fits great with the jams theme. The visuals were really nice and I liked the overall design of the level. I thought it was cool that there were hidden objects throughout that I could play a 2nd time to try and get all of. The shooting didn't always feel accurate, especially when firing from a distance. I noticed several times that enemies wouldn't be destroyed until I was very close to them. Overall, this is a really fun Halloween game. Nice job!
Congrats on submitting your game! I really enjoyed using the upgrade shop to enhance my characters abilities. I also thought the idea of the enemies coming out of the tv was a nice tie to the theme of the jam. I think it would be more interesting if the enemies spawned from multiple locations and put more pressure on the player. I also think an end goal would be a good next step for this game's development (reach the end of the level, take out as many enemies as possible, etc.). Nice job overall!
Thanks for playing and the feedback! I really appreciate it. I tried to put a subtle hint into the description that something would obstruct the players sight, but I totally see how it wasn't completely clear. Initially I had the static effect happen at random intervals but decided to make it a consistent interval to hopefully make things easier for the player.
This definitely lays the framework for a creepy horror 2d game. Once I collected the final artifact, I was pretty on edge to see what happens next. I'm wondering, is it possible to avoid the monster at the end? I tried a few times to jump over it, but it always ended up getting me. Maybe there could be a scary chase sequence that leads to the next level or something. Nice job!

















