Super fun game idea, I spent a while playing it and upgrading everything! Only complaint would be that the buttons sometimes didn't work for upgrading and that I couldn't see most of them at first and I thought my only option was the spacebar haha
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Ever heard of the Oldrick Mansion?'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #238 | 3.395 | 3.667 |
| Innovation | #247 | 3.395 | 3.667 |
| Theme | #354 | 3.395 | 3.667 |
| Overall | #539 | 3.086 | 3.333 |
| Game Design | #734 | 2.855 | 3.083 |
| Graphics | #751 | 2.932 | 3.167 |
| Fun | #891 | 2.546 | 2.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
None of the ghosts are real, you're the one making them.
Or at least they shouldn't be.
Did you write all the code and made all the assets from scratch?
Yes, except font
Comments
Thanks for the review. There's two issues in this build with upgrades, mouse clicks don't go through the text labels so you need to click on the side, and upgrading the guest room straight up doesn't work, which is a bit of an issue even considering it's the least important room to upgrade. I've fixed these already, but can't upload until the end of voting.
I usually don't like game like this but this game is pretty good actually. Good job. Rated it! If possible do rate and play my game :)
Enjoyed myself, was lost at first but figured my way around, had fun upgrading everything, but when I found out I can just keep my mouse at the front door and spam spacebar, there was little to no effort to give in upgrading, had fun tho.
Yeah, the problem simply comes from how much power the upgrades give you versus how much health the enemies have. I had about 40 minutes to come up with the formula, so I didn't have time to come back and rebalance everything. Although spamming spacebar shouldn't work on 'Observant' and 'Airhead' guests. But since elites are also a bit sparse... Those are things I'll fix once the voting phase is over.
Thanks for the review!
This game looks pretty cool, but I couldn't figure out what I was doing?
Should I just scare everyone?
Shouldn't I scare everyone??
How do they “escape”?
Who is “an elite guest”?
I just have too many questions, I would really like a tutorial, or a video explanation or something like that.
Thanks for your comment.
It is indeed a bit overwhelming when you're just dropped right in the action, and while a tutorial was planned, I didn't quite have the time to implement it in the end. Also why the traits were added in the description of the game, instead of being directly explained in-game. (Although that one is fixed already, and will be deployed once the jam ends)
For a quick explanation, the goal is to spook all visitors. They're spooked once they start running really fast, it means their sanity (the blue bar) has run out. Elite guests are simply any guest with traits, they show up in the monitoring tab and are the important targets to look out for.
If they leave before you spook them, they escaped.
Interesting idea. Not sure I was playing it the correct way, but still pleasant.
I love the concept, the upgrades in the left corner are kind of hard to read unless you zoom in, maybe make it a pop-up instead? Enjoyed the game overall.
I really liked this game! It is very innovative. I like the story where you have to scare the people to get them out. Even all the traits they can have is a very cool mechanic to make it more engaging. Nice work, cute game!
Wow, so many details and things to do in the game, I like to kind of tower defense concept. Maybe you could make the texts about the upgrades(?) a bit bigger next to the mansion? I am having difficulties reading them.





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