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How does your game interpret and use the Theme / Halloween?
a ghost hunter that came back from the dead and starts hunting again
Game Engine?
Unity
Graphics & Audio: What did you create or use?
Assets (e.g. free or purchased assets used in the game)
AI Art/Audio
Have you participated in a game jam before this one?
Yes
Roughly how much time did you spend developing? (in hours)
32 hours
Anything else you'd like to share about your game or development process?
this game has been one of the most exhausting project i made, the deadline and the time that i put was limited, but i had fun because i was able to try new stuff and mechanics on my game!
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Comments
I had a good time with this. The pixel art looked good, the audio worked well, and the whole game felt complete. I got through night one pretty comfortably, barely managed night two, and never quite beat night three.
I thought there was a good amount of depth in the movement for such a small set of controls. Dashing lets you gain a little ground, while hitting an enemy or obstacle costs you momentum, so I was paying attention to how much space I had to work with.
The enemy that runs up behind you faster than you’re moving was a particular highlight. Having to judge when it would catch up and time a jump so it could pass underneath was a really creative encounter for this kind of game. The different enemy behaviors gave me plenty to think about while running.
My biggest frustration was getting caught in the black area. Once I was far enough inside, I couldn’t see my character or the obstacles well enough to work out how to recover. I ended up spamming dash while taking hits from things I couldn’t see. It often felt like the run was already lost, but it took quite a while for my remaining health to drain so I could restart.
That was especially frustrating on night three, when I was already having a hard time keeping up. The pressure from the approaching shadow worked for me. The part I’d revisit is how long an attempt continues once you’ve fallen far behind and lost visibility.
An immediate failure point deeper inside the shadow could help. You could still have a chance to recover near the edge, while getting a fresh attempt sooner once you’ve fallen too far back.
Cara que jogo daora! Cada vez eu ficava mais impressionado Ă© o tipo de jogo que melhora enquanto joga, tem coisas que por mim mudaria mas o jogo ainda continua muito bom! Se houvesse mais tempo esse jogo seria muitooooooooooo bom! Tem alto potencial!
haha thank you for the feedback, i really apreciate it!
also from the gameplay, what would you change to make it better?
Então quando você é consumido pela "noite" (A escuridão que fica atrás do player) quando ela te pega o jogo basicamente acaba e fica só "chato" do player prosseguir e fazer uma linha de progresso começando com apenas uma ameaça e ir aumentado!
nice runner with upgrade. First I was like blaah, then I was like YEAH. graphics is good (some gameobject went inside others), controls are good (easy game to play), sound were nice.
Overall solid game. thanks for making it. was pretty good 15 min I played :)
WHOA DUDE!
Ok- this game was WAY better than I expected. Like anyone can make a runner, right? Maybe, but not anyone can make a COOL runner with upgrades that feel meaningful, tight controls, nice retro feel, and intense gameplay.
Like- the difficulty was PERFECT for me. I finished the last level with the last piece of life with 72 coins :D
Needless to say- I had fun!
The runner loop clicked fast, with the ghost character running under a big moon, jumping tombstones and slashing with K while the shadow pressure kept me moving. The night city skyline and the blue ghost look great for a jam runner. My constructive note is that the dash was not easy to trigger in this browser, so a clearer dash hint or a second dash key would help.
I really enjoyed the game and got quite invested in it; the difficulty is well-balanced, especially with the upgrades—pretty cool.
A fun little runner I realy liked the monster design.
A Halloween-themed Google dinosaur—good idea.