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A jam submission

GhostHunterView game page

You are a ghost hunter. Uninvited, you enter a house with the sole purpose to kill every single one of them
Submitted by cosminqf, octavi26
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GhostHunter's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#133.4293.429
Overall#183.1073.107
Gameplay / Fun / Engagement#222.9052.905
Art Style / Visuals#243.3813.381
Audio / Sound Design#312.7142.714

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You are a ghost hunter.
Uninvited, you enter a house with the sole purpose to kill
every single one of them with your trusty shotgun

Game Engine?

Godot

Self-made & used stuff

Graphics/Art (e.g. models and/or textures)
Assets (e.g. free or purchased assets used in the game)

Have you joined a game jam before?

Yes

Roughly how much time did you spend developing? (in hours)
20

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Comments

Submitted

I am impressed by the gameplay you created, and I'm a little shocked at how you managed to make it in just 20 hours. Wow! How much experience do you have in game development?

Developer(+1)

Not much tbh. Thanks for playing!

Submitted

Taking into account that the game was developed in just 2 days, this is a great project. I think you did a good job of capturing the concept you had in mind, as you managed to turn the mechanics into something playable in such a short amount of time, and you also included a backstory to provide context (even though it’s simple and short).

I believe someone may have already mentioned the bug with the door: when we start the game and stand still, the ghosts are unable to attack us (I went out to grab a drink and when I came back, I discovered this haha). I'm not sure how you implemented the enemy pursuit system, but this has happened to me in a few of my previous projects as well, and I strongly believe it’s related to the player’s collision area size and the useful collision area of the objects the ghosts avoid. I assume you’ve set them to avoid walls and other solid objects, but since the player’s collision mask is likely much smaller than the collision grid of the objects the ghost avoids, it’s as if the collision system works perfectly for the player by keeping them from going into the wall, but for the ghost, the player is "inside" the wall, leaving the ghost unsure of what to do. A more practical example: let’s say the ghost’s collision grid is 32x32, meaning if the object takes up one extra pixel, say 33x32, it’s as if two 32x32 blocks are "blocked", preventing the ghost from passing through. Maybe you already know this, but if not, I hope this explanation makes sense.

Another thing: in the gameplay, having to press the left mouse button constantly to shoot can get a bit tiring on the finger. It would be much better if we could simply hold down the button and have a delay between shots, making the controls feel more comfortable.

Still talking about delays, I noticed there’s none when we take damage, which would be really useful because, as it stands, the ghosts kill us very quickly haha.

While playing, I also noticed that when I went fullscreen, the screen would always revert to its default windowed size every time a new level started. I have no idea why this happened, it just did for no apparent reason.

I really liked the art and sound effects, although I do feel like the ghosts are a bit out of place compared to the overall environment. I wouldn’t say it harms the immersion, since we can imagine that this is exactly because they don’t belong in that world haha, but it’s something to keep in mind for future projects.

In any case, it’s a great game! I had a lot of fun, and you managed to create something really cool in just 2 days. Congratulations on the effort and the game! I wish you good luck in the jam and much success as a developer!

Developer

Wow! Thanks a lot for taking your time writing this, one of the most complex feedback we've received since starting posting on itch. AI following bugs: yeah, I know, I know. It is my first time implementing an AI following system and I didnt really have time to make it clean, it has a lot of patches I would say :))) thanks for your tips. The continuous shooting: great idea, didnt really think about it tbh. But the damage part: thats how this game should work, we wanted to make something difficult so people would comment how many times they died (thats why we added the deaths counter at the end). The fullscreen thing: IDK, I think thats not a issue from us...it works good on my device and on other friends' devices too. Thanks again for playing it but especially for the feedback!

Submitted

The game has simple but fun mechanics. I finished it with only two total deaths (after discovering a bug :D where if you stay close to a wall, the ghosts will just walk toward you without attacking). The art and the animations are great; they really help the game stand out.

For the SFX, I think their volume is too low. I could barely hear them.

Also, maybe adding more types of ghosts, like ones that go through walls or shoot from a very close distance, would make the experience even better.

Overall, great submission!!

Developer

Thanks for your feedback! Our initial plan was to add more ghosts but we ran out of time so we only changed the first one a bit and made it more powerful for the second enemy. For me the SFX volume was too big but that is a personal preference that could have been fixed with a settings sound slider or something. I agree with you on the bug, I knew of it but needed more time to fix

Submitted

There's an issue where diagonal movement (holding up and left at the same time for example) causes the player to move more quickly compared to moving only up or only left. There's a lot of tutorials on youtube you can find to normalize the vector.

Developer

Yeah I know. We didnt focus that much on that, we only wanted to make the game playable

Submitted (2 edits)

The game is quite nice overall, and I personally enjoy this kind of theme and especially dodging the ghosts’ attacks was really fun.

However, the visual design feels a bit inconsistent. For example, the objects and windows look quite detailed, while the character appears simpler in comparison. The gameplay itself is enjoyable, but I didn’t quite understand one part, it seems like when we enter a door, we end up in another area, which felt a bit odd.
Also, when standing next to some colliders, the ghosts seem to bug out and can’t attack the player. You might want to adjust the colliders and improve the ghosts’ AI a little. Also, you could replace the in game cursor with the weapon’s crosshair I love it

Developer(+1)

Yep, I agree. Time was short and this was my first try coding an AI enemy that can follow the player. There are some problems with the collisions but for a first time I think the results are pretty good. Thanks for your feedback!

Submitted

Great work on this! Animations are fantastic and the setting has good atmosphere.

The movement felt a little slippery for this style of game and occasionally it felt like if I took my hand off the keyboard, the player character would have just kept going. The projectile speed for the shotgun also seemed a little slow but I'll readily admit that that may just be down to personal preference.

Those are nitpicks, though. The game is good!

Developer(+1)

Thank you for the honest review!

Submitted

A nice little game, while I really like the art style of the character and ghosts, but they don’t quite match the background. The floor and interior look a bit blurry and seem to come from a different asset set, while the movable elements are sharper and more stylized. The player movement feels mostly fine, though a bit clunky at times.

Considering you made this in just two days, it’s still an impressive effort! Some additional enemies, more sound effects, and a bit of UI polish would really help elevate the experience. Despite its rough edges, it’s a fun little game that shows a lot of promise. I also really liked that there were different rooms to clear, great experience overall.

Developer(+1)

Thanks a lot for your feedback! Agree with all you said :)

Developer(+1)

The floor and interior come from the same set, which was made by us.

Submitted

cool little Game you did a great job I love it

Developer

Thank you!

Submitted

Cool little game, I managed to finish with 2 deaths. As others have suggested, more enemies would have been nice, but the fact that there were multiple levels was a good bonus. I initially thought it would just be an endless survival, but having levels, gave me, and probably will give others, a good goal to reach.

Great job!

Developer

2 deaths? Do better next time man :)) jk Thanks a lot for playing! I agree that there should be more enemies and we even planned that but the limited time made us cancel it

Submitted

Yeah, I enjoyed that!

The controls felt good (I didn't have the control lag issues), the shotgun felt powerful, the long reload had me scrambling for cover. I'd add more enemy types though. Maybe a ghost that attacks from super close distance? Right now the tactic was to just keep the distance. Also, I have a hint when it comes to writing enemy AI- set the walk target near the player (but not exactly on player position), and change it randomly every few seconds. This makes the enemies move in a manner that's hard to predict, but still focused on the player.

The graphics were ok, but I really enjoyed the player's animation. The fact you made sprites for every aim direction- that's extra effort, but it makes your game look more cool!

The sound was ok. Shotgun sounded good, the rest was all right.

As for the use of the theme... THIS TIME, IT'S YOU WHO HAUNTS THE GHOSTS!

Seriously though, I had lots of fun, keep it up! 

Developer

Thanks a lot really for this feedback. Yeah our plan was to add some more enemies but didnt have the time so we just used the same one but made it more powerful (instead of 2 bullets it shoots 5). It was my first time making an AI that can follow the player and it was pretty hard to make it less buggy (it still sometimes get stuck in walls). Good idea about the AI, will use it in the future. Thanks!

As a pro gamer myself, I could say that this game is a challenge, I love the movement mechanics, the delay adds a very unique feature that boosts this game's dificulty to hard/imposible, It's almost like you are gliding. Anyways, if you guys actually made this in 2 days, well, you are something more than unique, your talent is impeccable, I've never seen a game developer work so fast and precise. Good luck in the future!


Game Rating Difficulty Notes
ghosthunter 10/10 Hard/Impossible challenging shooter game
The Contract 10/10 Normal chill, beautiful story game


Submitted

The game was overall quite good but the lack of damage cooldown/invincibility frames made it very difficult, like where id get hit by 2 bullets from 1 ghost at the same time and id take 2 damage. the movement felt off whee id get stuck sometimes. art was amazing tho.

Developer

The ghost shoots 2 bullets at a time. Thanks for playing the game and for the honest feedback!

Submitted

yea i know but am i suposed to get hit by both? and take 2 damage?

Developer

yes

Submitted

oh ok

Submitted

I love the idea.
But controller little laggy and stuck in diagonal move
Wanna more content

Developer

Thank you for your feedback

Submitted

I don't know if this is a problem on my side, but the movement felt completely off? Like I was to the down right, then only down, but my character continued to walk down right. Could be a bug, could be a problem with me. So since I've made a bunch of top-down shooters in the past, I think I can give some solid feedback. Firstly, a better visual indication for shooting and the player being hit would be nice. For example, camera shake when shooting or the hearts at the top left playing a little animation when being hit. These little things add a lot! The art style was really nice, and so was the level design! Great job tough overall :)

Developer(+1)

Great ideas, we only worked 2 days on this so many things feel kind of buggy but I'm pretty happy with how this turned out. Thanks for the feedback!

Submitted

I like the graphics and the weird western vibe! The idea and execution are both solid. My only real critique is the camera felt a bit "sticky" when moving around. I think smoother, constant player-following would've made the experience even better. Overall though, this is a cool project. Nice work!

Developer

Yeah I agree the camera is kind of buggy. The time was limited and we focused on more important parts (we only worked 2 days on this). Thanks a lot for the feedback!