Very funny concept! Made me giggle.
The art is nice and fits the theme well !
I think it would be nice if the conjured served a purpose against the cops!
Nice game, well done :)
Really fun game!! I wish I had more control over my minions though as they tend to stray off and leave me defenseless. Rest assured, my making requests for this game is only a testament to how much I've enjoyed it!
I enjoy the giant cloked eyeball aesthetic!
I was seriously tense trying to evade enemies and desperately conjure up some extra minions!
Really nice game, well done!
I'd say the game's difficulty leans a bit on the easy side, but that's fine :) What I've gathered from other similar games is that resource prices go up as the game progresses, to keep you challenged. After a while, the souls are maxed out and no amount of spending really makes a dent. But that can't realistically be tuned in 48 hours ;)
The art is cute, i really like the little meowing sounds!
I had fun, well done for your submission!
Genuinely difficult game, and I meant it in a good way :) It requires building some skill as the first try was a kick in the butt haha.
Your art is gorgeous ! The two-sprite animations bring the little ghosts to life in a very charming way. I very much Overall the atmosphere is very cohesive, the music works well with the art and loops very well - which is a plus for a mini game like this.
I was slightly frustrated that I could not change the ghosts' positions once they are on the boat, and that the snipping system is a bit too approximative (that made me lose some time).
After a few retries, I finally managed to beat the level. It was very rewarding.
Congrats on this great game!!
EDIT: Also very cool idea to require mashing the a and d keys to move the boat faster. That way the gameplay changes slightly and the cortisol levels never drop lol
Others have said it before, I liked the minigame having an impact on the rest of the game! I don't know what fleeing or pleading does, I didn't really try those options as no clear benefit is presented for those options in the tutorial section. I like how you made different sprites for the talking hat as it speaks, it makes the game feel more alive! :)
Seeing as you mentioned quite a few youtube tutorials in your game page, I take it that you are at the beginning of your game dev journey, so welcome aboard, and well done for an impressive first game! I genuinely had fun playing it.
Reminds me of a few platformers with the jump/dash/wall climbing mechanics, always very good fun!
In the case of this entry I had some trouble with the control scheme because I'm using a macbook. (the "Control" key as is used in a lot of system shortcuts, including "Control + Space" which changes the keyboard layout!)
I feel like this could have been a lot more enjoyable *for me* with a controller! – Though, with Godot's built in input system, it might be compatible?
Anyway, the art is nice, I think that the environment lacks a bit of depth and storytelling, but the character has had a lot of work put in (animations + effects for each limb), and it shows!
Well done :)
Seriously impressive! And even more so considering you went in solo!
From the start, the intro is really solid and hooked me right into the game. The game looks really nice, and the tutorial was very effective. Overall, the pacing is on point, so it's very manageable at the start, and gets progressively more intense as the game goes on.
The UI is amazing, full of absolute game juice. I really like the design of the upgrades menu!
The soundtrack is very energetic and makes the entire atmosphere very dramatic. By the way, the sound effects and the music work very well together. I was particularly impressed at how the music fades out and blends into the game over sound effect. I have no idea how you did that if it isn't programmatically.
Well done!
I have a thing for incremental games so you had me hooked from the start!
The art is cute, I liked the little animations with the diggers running around and the bones yeeted out of the graves! The little clicks gave me good feedback, but I don't think they are really necessary when I'm not the one clicking. Near the end of the game, my PC sounded like a Geiger counter! I was having fun, though. A discreet background music could have gone a long way.
There is a point in the game where any spending is negligeable compared to the amount of bones you get per second, which is why most incremental games have incrementally high prices for the same items as you progress.
I didn't quite get what the skeletton army would get me, but I'm guessing this is due to some unimplemented mechanics!
Probably due to some misclicks, we had the diggers walk about the UI at the bottom and we thought it was really cute!
Well done!
EDIT: sorry, turns out there was background music, but it stopped before the end of our playthrough
Really enjoyed this entry!! The art is gorgeous (this includes the itch io page), and the gameplay has pretty good feedback (the abrasive scratching sound sounds so heavy i love it).
It might help to indicate how one unit differs from another. From what I could tell it essentially boiled down to HP and speed ?
Also, the drawing mechanic is very cool. I like gesture controls in general, on mobile games for example, on UX/UI elements (like on some mobile phone with screen turned off), but they tend to work best when unconstrained from a grid system. In this case, the gestures couldn't be performed quickly because of how precisely I had to align with the grid. (Admittedly for a 48h game jam it would have been horrendous to do differently!)
I had really good fun playing this game, well done to the team!
Simple game, did not require any extensive instructions to get going!
The art is cute and polished, the mechanic is simple and solid, I think for this reason you could add some more effects (tomb highlighting on hover, particles on click, those sorts of thing) to get a nice and punchy vibe.
The music and rhythm of the game have a sassy thing going on, I'm very fond of it!
There might be a slight lack of stakes in my opinion, but it's a matter of design choices. I can go at random and only find all the pairs after 10 minutes or be smart and play correctly, but the game doesn't reward me for doing so.
(We had a good time playing this by the way!)
Very, very spooky. I was hooked and tense through the whole game. The storytelling is simple yet on point, the attachments are a very nice touch. I only kept answering every time to see how things would play out, so didn't really make any decisions, but the development for each of the stories does manage to draw the player in as a character of their own. The entire experience felt like an intense creepy pasta.
Well done !!
I appreciate the accessible control scheme!
Very fun to play! I liked the idea of making killed enemies part of your horde! It took me while to realize that the zombies were also part of my horde so I fired at the wrong enemies for quite a while haha. I think you could have gotten away with a faster firing rate, especially with a continuous click shooting automatically.
Also, I wish there'd be punchier feedback when getting hit or hitting enemies.
Great job on this fun game!
Very neat concept ! I like qte mechanics generally, and this is well incorporated.
The game is especially challenging because it requires divided attention. It made me want to be good at it so I played it multiple times over (and eventually managed to beat my girlfriend's first time score lol).
The atmosphere is particularly polished with the art (background, ui and character sprites).
I had good fun playing this!
Thank you so much !! It was so much fun coming up with all the characters. As the dev on the game, I was discovering dialogue and art as they were produced by my teammates and I was integrating these assets, they game me good laughs.
The game jam version came out unfinished and buggy (including choices not having any impact on the outcome), but I released a more polished version post-jam for people (and myself) to enjoy :)
I'll make sure to check out your game too!