This has some great arcade fundamentals. I found it quite addicting and was motivated to get to the end. I only found two secrets (thorn bomb + the bow for her hair). The level design fell a little flat towards the end, but I think that can easily be fixed. A room with the zombie and harpy enemy types overlapping (or just generally more enemy types and screens where you need to contend with both simultaneously) would be cool!
i do plan to add way more enemies to this game since each enemy is actually quite simple to implement. after that it's about finding the best way to combine them to make interesting challenges. the latter part of the demo level is indeed kind of an experiment shitpost and definitely wont be in the final game in any way lol.
do you remember if the secrets you found where by touching a certain spot? there's also 2 other Urns to spawn but those require shooting at certain places
-The first upgrade pot is poorly placed. It's a semi-complicated terrain of being on a slope, but also it's in front of a pit. So due to this, the only way to hit it without crouching is by standing directly in front of it while standing on the slope. If you wanted to teach crouching here, I feel like there could be a better way. And on top of that this is the only place in the intro where the crouch shoot is useful, until you meet the harpy hallway, so it's easy to forget.
-Took a bit to realize she is float-moving rather than having a broken walk animation. Maybe have her hover up and down a bit as well, or have more than a static pose.
-I play some rounds, but I don't have the drive to get past the harpy hallway. Part of the frustration is how it feels inconsistent how the zombies aggro you from the side + their ability to turn smoothly towards you. Though, I know that it's a common thing in old games where the challenge is that enemies aren't limited like you are in some aspects.
- yeah i wanted to force the player to crouch there at the start if they find the Urn, and yes i plan on having a better crouch-shooting tutorial in the future with a button that you can only hit while crouching.
- the float moving is just because i didnt make the animation yet, she'll have a relatively normal run cycle later on
- my plan is to make enemies feel predictable individually but unpredictable in groups. right now i'm not happy with the way the Sluagh (the zombies) aggro either, i'll be adjusting that
As some of the others have said, this game is pretty hard. I think firing at different being on separate buttons is what throws me off. You should let the shoots come from the character's facing direction, but keep the top shot button. The character model looks nice and losing clothes as health is a nice touch.
thanks for playing! yeah i'll definitely have to build a very step-by-step type introductory obstacles to teach the player what the game expects of them cuz i promise you that hallway is not that hard actually lol.
and yeah maybe i should make the camera swings more bezier curved in their transitions, it'll probably feel better
hard as balls. i eventually got past the zombies and the harpies, but it's trial and error basically. if you were trying to recapture the feeling of old GnG arcade games you 100% succeeded ONE GUY?? NO CONTINUES???? NOT EVEN A CHECKPOINT?????????? i like the aesthetic, and the controls were pretty interesting.
that's the vibe yeah, "what if ghosts n goblins but 3D", because capcom tried with the maximo games on ps2 but i think they completely gave up what made GnG unique and interesting in the transition.
anyway checkpoints will exist in my next demo but they will be placed many minutes away from each other teehee
Whirl Beam seemed to shoot different directions unpredictably? I was on controller, seemed like it preferred forward.
LIKED
The concept, the controls, the graphics.
QUESTIONS
FINAL
Got the happy end. I like the direction this is going in! IntoTheScreen Ghouls&Ghosts is something I would have never considered, but it ends up working really well. I wish the weapon pickups were more predictable, I would have liked to have played around with them more. I like what's here, please keep going in this direction!
glad you liked it! not sure what you mean about the beam shooting in different directions randomly. like you were pressing the same button and sometimes you'd get a different direction?
made it to the end, played on ps5 controller. The only Ghosts 'n Goblins game i played was the PSP one which I remember being genuinely fucking impossible after the first few levels
The controls took a little getting used to but i like it
cool character design
I like that the first challenge is just getting past a wave of spawning enemies, feels like good design to introduce dealing with hazards one by one and then putting them together
im not 100% what triggers the enemies to start chasing you, they are constantly spawning and occasionally will spawn behind me and circle around to chase me while others i can just run past.
dodging the bat pattern was fun and satisfying
wish there was a bit more feedback on killing enemies, still early so understandable
I didnt find any weapon pickups but i feel like thatd be a fun mechanic
the enemies that chase you do it with a cone of vision in front of them except i placed the cone of vision kinda like ass and it's also box shaped lmfao i'll change it so they dont chase you if you stand beside them
never got far in ghosts 'n goblins but I love rakshasa from UFO 50, so close enough. Was really fun, honestly nothing to complain about. Maybe the way the homing bats prioritize the closest target could get annoying later on, like at 10:44 where they chose the statue over the ultraman-like guy, but I also get that they have to have a weakness. Also she is my wife and her feet are cute.
thanks for the video! thanks to it i noticed that playing with an analog stick lets you jump in any angle and not just 8 directions fuuuuuuuck i'll fix that, it's not intended.
and yeah right now the bats look around them the same distance in all directions for targets but i'm gonna change it so they look mostly forward which should make their targeting more reliable
Comments
This has some great arcade fundamentals. I found it quite addicting and was motivated to get to the end. I only found two secrets (thorn bomb + the bow for her hair). The level design fell a little flat towards the end, but I think that can easily be fixed. A room with the zombie and harpy enemy types overlapping (or just generally more enemy types and screens where you need to contend with both simultaneously) would be cool!
happy you liked it!
i do plan to add way more enemies to this game since each enemy is actually quite simple to implement. after that it's about finding the best way to combine them to make interesting challenges. the latter part of the demo level is indeed kind of an experiment shitpost and definitely wont be in the final game in any way lol.
do you remember if the secrets you found where by touching a certain spot? there's also 2 other Urns to spawn but those require shooting at certain places
Yeah both secrets I found were from standing on a spot. One at the very beginning of the level, and one at the end.
-The first upgrade pot is poorly placed. It's a semi-complicated terrain of being on a slope, but also it's in front of a pit. So due to this, the only way to hit it without crouching is by standing directly in front of it while standing on the slope. If you wanted to teach crouching here, I feel like there could be a better way. And on top of that this is the only place in the intro where the crouch shoot is useful, until you meet the harpy hallway, so it's easy to forget.
-Took a bit to realize she is float-moving rather than having a broken walk animation. Maybe have her hover up and down a bit as well, or have more than a static pose.
-I play some rounds, but I don't have the drive to get past the harpy hallway. Part of the frustration is how it feels inconsistent how the zombies aggro you from the side + their ability to turn smoothly towards you. Though, I know that it's a common thing in old games where the challenge is that enemies aren't limited like you are in some aspects.
- yeah i wanted to force the player to crouch there at the start if they find the Urn, and yes i plan on having a better crouch-shooting tutorial in the future with a button that you can only hit while crouching.
- the float moving is just because i didnt make the animation yet, she'll have a relatively normal run cycle later on
- my plan is to make enemies feel predictable individually but unpredictable in groups. right now i'm not happy with the way the Sluagh (the zombies) aggro either, i'll be adjusting that
As some of the others have said, this game is pretty hard. I think firing at different being on separate buttons is what throws me off. You should let the shoots come from the character's facing direction, but keep the top shot button. The character model looks nice and losing clothes as health is a nice touch.
i might experiment with a more normal control scheme in the future but trust me the game plays better as it is.
also i allow diagonal movement but wont allow diagonal shooting which is gonna tick people off
i like what you're going for but god damn man, this is hard
i ragequit after 15 minutes of trying to get through the first corridor
played on a controller and everything was fine, the camera tilting was a bit disorienting sometimes maybe
thanks for playing! yeah i'll definitely have to build a very step-by-step type introductory obstacles to teach the player what the game expects of them cuz i promise you that hallway is not that hard actually lol.
and yeah maybe i should make the camera swings more bezier curved in their transitions, it'll probably feel better
hard as balls. i eventually got past the zombies and the harpies, but it's trial and error basically. if you were trying to recapture the feeling of old GnG arcade games you 100% succeeded

ONE GUY?? NO CONTINUES???? NOT EVEN A CHECKPOINT??????????
i like the aesthetic, and the controls were pretty interesting.
that's the vibe yeah, "what if ghosts n goblins but 3D", because capcom tried with the maximo games on ps2 but i think they completely gave up what made GnG unique and interesting in the transition.
anyway checkpoints will exist in my next demo but they will be placed many minutes away from each other teehee
CONSTRUCTIVE
Whirl Beam seemed to shoot different directions unpredictably? I was on controller, seemed like it preferred forward.
LIKED
The concept, the controls, the graphics.
QUESTIONS
FINAL
Got the happy end. I like the direction this is going in! IntoTheScreen Ghouls&Ghosts is something I would have never considered, but it ends up working really well.
I wish the weapon pickups were more predictable, I would have liked to have played around with them more. I like what's here, please keep going in this direction!
glad you liked it! not sure what you mean about the beam shooting in different directions randomly. like you were pressing the same button and sometimes you'd get a different direction?
>like you were pressing the same button and sometimes you'd get a different direction?
yeah!
made it to the end, played on ps5 controller. The only Ghosts 'n Goblins game i played was the PSP one which I remember being genuinely fucking impossible after the first few levels
pretty fun! keep up the good work
the enemies that chase you do it with a cone of vision in front of them except i placed the cone of vision kinda like ass and it's also box shaped lmfao i'll change it so they dont chase you if you stand beside them
never got far in ghosts 'n goblins but I love rakshasa from UFO 50, so close enough. Was really fun, honestly nothing to complain about. Maybe the way the homing bats prioritize the closest target could get annoying later on, like at 10:44 where they chose the statue over the ultraman-like guy, but I also get that they have to have a weakness. Also she is my wife and her feet are cute.
thanks for the video! thanks to it i noticed that playing with an analog stick lets you jump in any angle and not just 8 directions fuuuuuuuck i'll fix that, it's not intended.
and yeah right now the bats look around them the same distance in all directions for targets but i'm gonna change it so they look mostly forward which should make their targeting more reliable
-I don't have a controler so the endless spam of enemy is quite hard to deal with.
Otherwise I couldn't advance enough to judge. Good luck you project shows promise
Why did you remove the 30 minute sex scene
I didn't