Judge feedback
Judge feedback is anonymous.
Simple concept, simple, yet effective art style and the music, as well as the interaction sounds give me a sense of nostalgia. They all fit the style of the game really well! The idea is also quite clever, having to work around pulling around objects and possessing people.
The game is a little buggy, I ended up having my ghost stuck in a wall and getting the dog stuck in a corner and was unable to get it out from there. After which, it got straight up stuck inside of the wall, so I ended up soft-locking myself out of the game.
For the gameplay, I think an in-game tutorial level would greatly benefit the playability and immersion into the game and also give you a good way of being able to tell the story of what happened. Why is the ghost looking for the dog?
All in all, really well done and I look forward to seeing you in the next jam!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1rXGwpNAmTGtcSv7SdS5pFRdUqZDGokdpe7CAOTd4FiA/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes - Anyone on the Internet with the link can view
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Polterheist - Puzzle Mechanics, Story, and Controls
Mechanics:
In Polterheist, you play as a ghost with the ability to possess NPCs to solve puzzles and escape with your heist target. As a ghost, you can float over gaps but cannot interact with levers, barrels, or pressure plates. The Strong NPC can push barrels onto pressure plates to keep doors open. The Agile NPC moves faster than others. Both NPCs can activate levers. Levers open doors when flipped, while pressure plates can either keep doors open while pressed or open them for a limited time. The goal is to navigate levels using possession mechanics and escape with your heist target—your old pet dog. You must possess him and guide him to the exit while avoiding traps.
Story:
You are a ghost thief infiltrating various heist locations, but your ultimate goal isn’t gold—it’s rescuing your long-lost pet! Once possessed, the pet triggers lockdown mode, activating traps and forcing you to navigate it safely to the exit without getting hit. If the pet is destroyed or time runs out, the heist fails.
Controls
WASD - Move
E - Possess/Interact/Pull Barrel
F - Exit Possession
Please explain how your game fits the theme:
In this concept, instead of a physical object or tool, the player themselves become the weapon through their unique ability to possess and control enemies.
The player, as a ghost, has no direct offensive or destructive power. Instead, their possession ability allows them to weaponize the enemies they encounter, turning these entities into tools for solving puzzles and overcoming obstacles.
Is there anything you'd like the judges to pay particular attention to?
My first ever game jam!
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