Play as a reaper and harvest souls from the graveyard before sunrise!
My first time participating in a game jam! It's a pretty simple game where you just need to harvest as many souls as you can before the time runs out. Next time I'm going to try and focus more on gameplay than making art cause it took too much of my time making the sprites and tile maps. I also need to work on making music that fits the atmosphere of the game... (There's always next time!)
Really nice audio I like how the music gelled with the sound effects. Nice art and presentation. I felt like I would want to have more to do, but a good core. Great job :)
This is your first time? I'm impressed, and the art (even though might've taken long for you) was really good. Keep it going! I like the take, the speed actually felt great and fit once you got used to it imo.
Nice job! This felt polished. The animations are definitely the star of the show. They are so expressive! I appreciated that the spirits would eventually stop and cower, giving me a chance to reap them
One thing I think would have been cool as an added ability was if I was able to suck them inward, like a sort of reaper tractor beam! That might have been really fun.
@hawkin Funnily enough the game originally was going to be about sucking ghosts into a vacuum, but I decided to scrap it because I felt it was too similar to Luigi's Mansion haha! But I do think having a second ability like that would've been cool to add!
@almost I was planning on having ghosts fade in and out when spawning and despawning but ran out of time! I agree that adding that small visual feedback would've really helped the game!
I might actually revisit the game later to add those suggestions so thank you all for the feedback!
@natiki how funny!! We had a similar thread of thought. I had an idea to make something inspired by phasmaphobia, but isometric and with the goal of trapping the ghosts according to their type.
One of my teammates brought up Luigi's Mansion haha. I still think it'd make for a fun game.
I loved this game! Fun to play despite the simplicity. I thought the art was really good and the whole fit together super well. My one wish is that it could be possible to harvest upwards instead of just left and right. But overall I loved this game, one of my favorites :)
Nice pixel art visuals and fun gameplay, I enjoyed it. About that black lines visual glitch that appear when we move; I used to have the same problem in Unity and I solved it by repeating the last pixel on each side. (So 64x64 sprite becomes 66x66, edge pixels are same as the adjacent) Maybe it can solve yours too! Other than that, very solid entry, good job! If you would like to shred some zombies in slowmo, be sure to check out my entry, I would love to hear your feedbacks!
Cool little game, I really liked the art and the animation!
Movement also feels pretty slick and definitely ghost-like, it felt a little random when the spirits would get up and run away/scatter though? Was it just on a random timer or was it actually prompted by player action?
Either way it's a pretty cool game, and nice work for your first entry too :) Hope to see you again on LD!
Great job, especially for the first time! You have really well done art style, music, sound effects and core game mechanics, just slap some more types of souls to collect or to avoid :) Well done!
@hayricakir Yeah that would fix the issue! I ended up learning that 3 days after the Jam in class which was unfortunate timing cause it's a super simple fix in Unreal Engine 5, I just didn't know it yet! Thank you for the advice, I'll have to look at your entry when I find time!
@profan The ghosts have a detection range which would make the ghosts run away when the player enters it. It's a bit finnicky though as the ghosts sometimes stop even when the player is in their range/not move at all BUT I think the bug actually works in favour for the game because if the ghosts didn't stop it would be much harder to harvest them! (At least that's what I like to tell myself lol!) Thank you!!
@zimny11 I had drawn up different ghost concepts when planning the game such as: A woman as the standard base ghost, A 'jock' which would take multiple hits and was faster but worth more points, And a granny which would be slower but worth less points. Sadly, I ended up cutting them to save time (cause the art would've taken too long to make)! I'll be sure to add them back when I revisit the game though because I agree that there needs to be some more variety. Thank you for the advice!
Lastly, thank you everyone for all the advice and feedback!! I'm looking forward to the next Ludum Dare! :)
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One thing I think would have been cool as an added ability was if I was able to suck them inward, like a sort of reaper tractor beam! That might have been really fun.
I like how fast I can move. It would be nice if there was some more visual feedback when you hit an enemy, like a particle effect or them fading away.
@almost I was planning on having ghosts fade in and out when spawning and despawning but ran out of time! I agree that adding that small visual feedback would've really helped the game!
I might actually revisit the game later to add those suggestions so thank you all for the feedback!
One of my teammates brought up Luigi's Mansion haha. I still think it'd make for a fun game.
Movement also feels pretty slick and definitely ghost-like, it felt a little random when the spirits would get up and run away/scatter though? Was it just on a random timer or was it actually prompted by player action?
Either way it's a pretty cool game, and nice work for your first entry too :) Hope to see you again on LD!
@profan The ghosts have a detection range which would make the ghosts run away when the player enters it. It's a bit finnicky though as the ghosts sometimes stop even when the player is in their range/not move at all BUT I think the bug actually works in favour for the game because if the ghosts didn't stop it would be much harder to harvest them! (At least that's what I like to tell myself lol!) Thank you!!
@zimny11 I had drawn up different ghost concepts when planning the game such as:
A woman as the standard base ghost,
A 'jock' which would take multiple hits and was faster but worth more points,
And a granny which would be slower but worth less points.
Sadly, I ended up cutting them to save time (cause the art would've taken too long to make)! I'll be sure to add them back when I revisit the game though because I agree that there needs to be some more variety. Thank you for the advice!
Lastly, thank you everyone for all the advice and feedback!! I'm looking forward to the next Ludum Dare! :)