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A jam submission

Today, I'm Going Ghost Hunting [DEMO]View game page

Venture through a Roguelike Haunted mansion full of ghosts
Submitted by Morphydorph — 2 days, 10 hours before the deadline
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Today, I'm Going Ghost Hunting [DEMO]'s itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#443.8333.833
Sound/Music#973.3333.333
Controls / UI#1183.0003.000
Art / Graphics#1253.3333.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Strategy

Turn-based | Card Games | RTS | 4X

Other

Rating

Family Friendly

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Comments

Submitted(+1)

I like the overall concept, reminds me of Isaac. I want to agree with the previous commenter about how switching between the flashlight and the weapon isn't very convenient. I'd prefer if the flashlight was just on by default. Also, the character controls don't feel very responsive to me.

Developer(+1)

Well, after the previous commenter suggested that. I changed the controls from pressing Space to The left and right Mouse buttons. Is it still that inconvenient? Also are the controls not being responsive because your game isn't running smoothly. I'll look into some optimizations i guess. thanks for the short review.

Submitted (1 edit) (+1)

I meant that constantly switching between the weapon and the flashlight gets tiring pretty fast, by around the 15-minute I was already getting exhausted from switching to the flashlight. I'd compare it to the flashlight situation in Doom 3 :)

Jam Host(+1)

Hi there. I went to play your game on stream and I think you might've broken it in your last update. I can't get past the second room because I don't have any means to deal with the ghosts.

Developer(+1)

Sorry about that :(. The problem is now fixed.

Jam Host(+1)

Thanks for letting me know! I'll play it first thing next stream!

(2 edits) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Simple but it works, our character might be slightly brain
  • GUI : Fine for the most part, but certain things like all the stats on the left side could be kept to the inventory screen so it's not on screen 24/7.
    • Would also be nice to have tooltips in inventory to know what stat each icon stands for.
  • Performance : Fine 
  • Music / Sfx : 
    • Music : Somewhere between good and.. a bit annoying?
    • SFX :  Fine
  • Gameplay :  A bit of a mash-up of Luigi's Mansion with Binding of Isaac with the latter's difficulty, it's a bit better than I was expecting.
  • Misc Issues : 
    • There can be some weird issues with the flashlight when the mouse cursor is near the player character.
    • You can die in the boss summon animation
  • Notes : 
    • Maaaaarrriiioooo ... Mario?
    • No idea if it exists, but an upgrade / candy / relic to destroy the webs would be nice.
    • Enemies take very little time to kill the PC
    • It'd be nice if we could rotate the items in the inventory
    • Inventory size upgrades?
    • Any plans for meta-upgrades or unlocks?
    • It seems like ghosts sometimes just won't start turning visible if shone on by the flashlight , or at least a delay
    • The dash seems a bit much to start off with, are there upgrades that upgrade it's speed & distance?
    • The inventory can take a while to open and close, ending up in with ghosts almost assuredly killing you if you accidentally open it.
    • I only found out that you can dash through doors on a later play session , nothing tells or hints at this afaik.
  • Final Thoughts : Overall while I do like what's here, it can definitely be expanded upon.
Developer

Hi thank you for the Review. the gameplay i saw really helped me identify the issues.

I saw you fat finger the backpack quite a lot of times. maybe I'll add a windup so you have to hold the key to open it.
you talked about the blaster swapping being on the right click. and i totally agree. i did not think of that at first.

The GUI can be edited in the settings with UI scaling and UI transparency. i can add more features like the one you suggested

for the music. yeah it's kind of scummy. the leitmotif is just used way often. maybe i can make it a bit more subtle.
enemies dealing high damage is intentional. but i can reduce the damage for now.

yes there are items that increase it's speed / distance. the dash is pretty much required for bosses and evading high damage. it does not give you invincibility when dashing.
dashing through doors is a hidden mechanic. but i can put it in the tutorial later on

Submitted(+1)

Wow, I really REALLY liked this one! It was giving the binding of isaac in such a fun way, and as I'm writing about it I really wanna go back and play some more.

I truthfully didn't make it that far, I think my furthest run was maybe to floor 5, but i'd be excited to see how the bag sorting mechanics work further in runs. My game ALSO has a bag mechanic so I was excited to see a similar thing going on, and I absolutely LOVE that you have to tetris all of the items in. Such a fun mechanic.

Like I said earlier, there were major binding of isaac vibes, but I appreciate that you went somewhere different gameplay-wise. Having all of the enemies start invisibly, and needing to swap between the flashlight and ghost zapper was super neat. Towards the end of my playthrough on stream, I found an item that replaced the flashlight, and that also got me really excited - I feel like I've barely scratched the surface! 

Really, my only criticism is (i think) the lack of invincibility frames after you get hit. It felt like it was really easy to get backed into a corner by a group of ghosts and quickly die, even if you entered a room with full health. I think that it's fun to have to think about where you are going in a room to make sure you won't get cornered between furniture, but it feels like the stakes are really high in that regard when you can die so quick. I realize, though, that the entire health system is built around your damage draining in that way, so I can't imagine it would be a super straightforward fix. Maybe making it so you can only have so much health drained per second? I dunno, I'm kinda just spitballing, and honestly once I play the game a bit more this might not even be an issue for me. 

Overall, I'm really into this game! A good roguelike and a fun aesthetic to go along with it. I wanna do a complete run SO BAD but I think it will definitely take a few tries :P Good job!

I played it on stream here around 2:11:30

Developer

Thank you so so so much for playing my game!!! i got a lot of feedback from watching you play. (There was supposed to be a tutorial lol) and i will be using that to improve on my game. 

Submitted(+2)

Hi there! Core gameplay feels like an interesting premise, but might be worth mixing it up with already revealed ghosts or some way to not have to swap between the torch and weapon so repeatedly as I could see it becoming tedious as a player as you jump into more runs.

Couple of nit picks;

It felt pretty frustrating that if you weren't targeting right on top of a ghost it wouldn't cause damage at all. The lightning effect looks powerful, it just didn't do anything to ghosts it is passing through. 

Had no idea what all the little stat icons down the side of the screen meant and which ones I should be upgrading when I came to a room with a giant spinning wheel inside it. All just random logos to me.

Was really confused on how to use the shop, the pedestals lit up when going near them but using the main input methods of the game (left and right mouse buttons, e and space) wouldn't purchase anything. Same with picking up items off of pillars in the special star rooms. 

Wishing you luck for the rest of development!

Developer

Thank you for the review.

I feel the game is kind of leaning towards a target demographic rather than most people. The swapping of Tools need a bit to get used to but maybe i could make the ghost get revealed faster than normal. or bind the tool swapping to the Left-Right mouse buttons.

The stat icons being a mystery is kind of intentional. kind of a discovery-esque game. some people like it some people don't. but i'll add some text saying what they do

And the shop thing. i did make a tutorial for it. but did the tutorial not play for you? i'll maybe go check that. you are supposed to press Q when near a glowing item to put it in your backpack.