Playtest the Ghost Game Please!

WASD, Space to Jump/Fly!

Native versions will perform better but the web based version will probably be playable in a Chrome based browser or in Firefox if you are stubborn like me.

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The downloadable win-oooOOoo.exe crashes for me in Windows 11 right after the Godot Engine splash screen.

Thanks for letting me know! Iā€™ll try to figure out the issue.

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Neat. What kind of feedback are you looking for?

I played a little bit, a few things off the top of my head

  • The visuals are great
  • Web build was real buggy and stuttered and eventually just crashed my ROG Ally (Ryzen iGPU handheld PC)
  • Sound FX were all over the place
  • I think the variety of actions you have are interesting, but you might want to tighten the controls. I think I arrow keyed on the map, then WASD in the game, and then it looks like you have choices for floating or dropping? Felt weird.

Anyways, glad youā€™re doing this. I hope you keep it up

Edit: I played the Web build.

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Jumping feels good, the moves all animate well and resolve quickly, I like the overworld.

When I butt-pounded on the switch in the Graveyard it hung for like 6 seconds, then the lag cleared and it worked as normal.

The issue with the Windows build should be resolved, I believe. At least it runs on Wine.

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This 4-hours-ago Windows build hangs on a blank gray screen, before any logo has appeared.

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Sorry about that - thanks for the attempt!

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hello normally i would not be so formalist, but i am wondering if you have poked around with different viewport sizes for this project? sometimes changing the overall res. can affect the ā€˜compactnessā€™ of information in a scene, and change the feel without having to adjust level design or assets really. it ends up leaving a lot of open air with how large the viewport is currently

eg.

320x180 is kind of the ā€˜standardā€™ low res widescreen choice. the UI may be a bit cramped for it:

image

384x216 is sort of the next step up that still works scaled to 1080p. this might be a good balance, as i feel like the map feels more ā€˜detailedā€™ even though its all the same art

image
i feel like either or kind of put you ā€˜inā€™ the space more, if that makes any sense

this is just some food for thought, it may be worth tweaking around for a session or so

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I actually really appreciate this note - one of the big challenges in the Ghost game is that the Ghost is pretty mobile and that makes level design kind of tricky - the ghost can often reach stage elements which are not on the screen. So I appreciate any thoughts about it.

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I like the slidingness! I skated a lot so maybe Iā€™m biased. It feels like momentum might be a mechanism. I donā€™t have anything to add aside from the above, but Iā€™m curious about the main character design - it felt a lot like 90s platform game ā€œkid getting into troubleā€ or something.

Oh yeah, I accidentally killed the ghost over the chasm in the last level and got stuck I think (I couldnā€™t reach the pumpkin).