rayne 2019-10-08 19:36
It vaguely reminded me to Don't Starve. Great game!
Foon → Ludum Dare Explorer → LD45 → A Ghost's Tale
By ashtrail, elinks, Meibo, Cisx and Frerobin
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 330 | 3.65 | 21 | |
| Fun | 829 | 2.94 | 21 | |
| Innovation | 409 | 3.39 | 21 | |
| Theme | 572 | 3.28 | 21 | |
| Graphics | 205 | 4.10 | 21 | |
| Audio | 210 | 3.65 | 21 | |
| Mood | 226 | 3.78 | 21 |
It vaguely reminded me to Don't Starve. Great game!
Wow! What a beautifully creepy little story game you have here. The way the story progress for the worst for Billy connects perfectly with the visual theme and sound you have going. You probably could have had the player face the direction he moving just for that extra bit of player dynamics. But overall, great job on this game.
Cheers!
The art and audio worked pretty well together, mechanic was pretty solid. I like that some ghosts have to have the light put on them and others have to be left in darkness. I feel like wandering around in the darkness got old after a couple memories, though. Perhaps adding some extra light around the main character for each memory they collect could've helped provide some sense of progress? Additionally, the memories coming in a random order made the narrative a little jarring at times. I heard about the end of Billy's story pretty early on, for example.
All things considered, this was a very nicely put together submission. Nice work!
Thanks for the feedback everyone !
@brotherbondproduction I agree with you about the facing direction, it's implemented that way but there's a bug we didn't manage to fix in time, so he's stuck on the right :/
@morrilet for the extra light upgrades idea we did think of it, however with the deadline we had to focus on other parts of the game. For the memories, we hoped trying to figure out the correct order might be fun (and they're sorted in the right order on the end screen) but maybe it was a mistake. The way it is currently is that each memory is at a fixed location on the map, so the order you discover the story depends on your exploration. We didn't go the chronological route because at the end you go either in Paradise or Hell depending on the memories you found (which if chronological would always be the same for a given number of found memories). The idea was to "reward" players for exploring thoroughly the map, but it's kind of a hidden mechanic, it doesn't really make the game more fun and people don't seem to really notice it anyway. Thanks for bringing this up, it's interesting feedback !
Audio and Graphics are good :) May u should work on bug.
otherwise its a nice game^-^
Overall pretty good. Solid controls, nice graphics, atmospheric sound.
The only problem I noticed was that it was sometimes difficult to read the story and escape the ghosts at the same time. But overall I liked it.
the graphics are so cute > <
Very cool atmosphere and art design. had a little bug with the window: it was too big for my screen, so a bit of the top was cropped, and i couldn't move the window. My OS is Windows10.
Nice game overall!
Very nice art, really liked the mood, and mechanics are very interesting
I enjoyed your take on the theme, where you start with nothing known about Billy and slowly uncover information about him. I also enjoyed the sounds and the music. Well done.
I lost in this island...But really a great game! Especially the audio effects and the music, really impress me much.
Well made graphics and audio indeed. I walked around the first area shining lights and got some extra text to trigger once, but I honestly wasn't sure of what I was supposed to do or how to progress into the veiled areas around me that obviously had things in them. So perhaps scaling down the complexity of what the player encounters at start and making it initially more obvious what is the path forward and when the player has learned how to play the game, you can make it more vague and challenging.
Art's beautiful. Great environment and atmosphere, the dim feel with the flashlight and the cemetery elements give a very strong mood. Cool mechanic with the white ghosts being stopped by light and black ghosts being stopped by darkness, adds a really unique challenge to the gameplay.
I think the space is a little TOO open though, I wants some walls or routes guiding me to the next story points. After a while, it does start to feel like you're wandering endlessly. Also, dying by a ghost hitting you feels a little lackluster, the immediate respawning feels abrupt and disorienting. A death animation or a brief fade to black would be useful there.
Great stuff overall, really impressive!
It's fun. It's a cute main character. Ghosts are cute, too. The game is fun, too. I like how you attack ghosts. Is it true that the main character and the black ghost are combined? What is the role of a black ghost?
The art is the only thing going for this game. Some audio fragments are pretty decent too, but the incessant ghost sounds are jarring and do not mesh well with the introspective spooky atmosphere this game could've had. And what's the gameplay here? You collect blue "spots" while running from ghosts to read a fairly bleak story split in a randomly ordered chunks. Did not like it, was not immersed.