NOTE: If the ghost doesn't move, it's not bug. Since I use Java, it should be able to run on linux and OS/X too but haven't tried it.
EDIT: + Because an incidentally mistaken on sprite rule, I took time to fix it so I changed this to Jam entry for fair's sake. + changed the host to dropbox for easier life.
Congrats on your first dare, Drabiter. I think some of the atmosphere was lost in translating the Fatal Frame formula to bite-sized chunks--perhaps it was inevitable, but I wonder how much darker backgrounds, darker ghosts, and slowly fading in enemies would have added. Solid job though, in light of your sprite troubles and having to quickly redo the sprites.
Thank you very much Aaron! :D your feedback is really appreciated. The only formula that I borrowed from the game is "shooting ghost with camera around", so it's not really that dark. I had in mind to create point&click game, and ended up like this. Need to train more. I have read the rule more carefully, hope no more shame mistake. This is great event, will work harder next time.
Hello stargoat! thanks for your time :D On first I added blink effect when the ghosts hurt you, but I found it kinda annoying so I just left the sound. It'll make player to hurry up finish a level. Cooldown thing makes you to have good shoot and not win by spamming click ;)
I like how the main menu tells you right away that this is a Fatal Frame inspired game. I didn't understand what's the factor behind getting damage, but there were enough health kits to reach the end and defeat the last ghost.
Thanks for you time. So the factor of damage is kinda (creepy) like this: each spirit will hurt you 1 point for every N seconds with M percentage, where N and M range randomly. Glad you found the way for boss fight :)
Comments11
Nice game otherwise!
On first I added blink effect when the ghosts hurt you, but I found it kinda annoying so I just left the sound. It'll make player to hurry up finish a level.
Cooldown thing makes you to have good shoot and not win by spamming click ;)