Haha I love the silly art style, i think it fits perfectly in a game like this. Also the screen when getting caught was funny every time
Play game
Not A Ghost Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #397 | 3.438 | 3.438 |
| Overall | #400 | 3.250 | 3.250 |
| Theme | #472 | 3.125 | 3.125 |
| Visuals | #523 | 3.062 | 3.062 |
| Enjoyment | #551 | 2.875 | 2.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Was an interesting idea. I couldn't really figure out how to progress. It seemed like the goal was to scare the human, which I could do constantly by spamming the button. But then the progress bar ran down, and I'm not sure what that was for. Was it a good or bad thing for the progress bar to run out, I couldn't tell. I did this for a while and the hunter didn't show up so I guess I didn't manage to pass the level. It's an interesting concept with nice artwork but I think I didn't manage to get to the heart of it.
Thanks for such a deep comment, these are the ones I like the most, because they help make the game a lot better!
I see you were a bit confused in the game overall, that one's on me. I know an in-game tutorial would have been great, but I didn't have the time. It's all explained in the description but I'll sum it up real quick so you don't have to go back.
The bar on the top is actually the energy bar. If you press space, you become invisible and can go through walls, but it is limited by this energy. You can regain it by scaring the person.
As for how you make progress, once the person's fear level reaches 30%, they call the hunter. Then you have to keep scaring the person without being caught. At around 50% fear level, the person's face becomes worried so you know you're doing it right. Once it hits 95% they flee and you win!
Sorry for the ambiguity and thank you for playing!
Good job! You can really tell the time invested in those two jam days. It’s a simple game, but a very solid base to build on, as you said — adding more levels or extra mechanics in the future! Adding a bit of feedback: I felt that the flashlights were quite hard to dodge; I saw in the web screenshots some antennas that I didn’t get to try because I got caught pretty easily, although I’m sure with more playtime you get the hang of it. By the way, maybe a scoring system for scaring the kid would make you want to beat your high score each run — that would be fun. Great music, by the way. Overall, a very nice entry! <3
Those antennas are sensors the hunter places in order to detect you even in invisible form, they are placed when you spam the same kind of scare multiple times near the same place. They're just some kind of balancing system so they aren't really that important.
Yes, I have been suggested a scoring system. I'll update it post-jam!
Thanks for playing!
Thanks for trying the game out!
There are actually two other ways to scare the person: by turning invisible and then appearing in front of them, and by turning lights on and off (I wanted to make an in-game tutorial of this but in the end I was only able to put it in the description).
If you liked the game, I'm considering adding other ways to scare people like moving objects and possessing people. If more people think the concept has potential I'll update it for sure.
Cheers!
Nice art, I think the game could benefit from a type of highscore system it would probably make it somewhat more repayable. It would be cool to see a more fleshed out version.
Overall a cool concept and its impressive that you made all this in only two days.
it could be cool if the player could possess the objects in the house and then the different objects could have various methods of scaring the player. it could also be fun if something happens to the people if you scare them enough giving some incentive to chain scares, maybe like a score boost or something.






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