A game about treasure hunting and being killed by ghosts
Spooky game(With ghosts) is a race against the clock, and spooky ghosts.
The player explored ancient ruins, aided by their Curse and Loot sensors(Patent pending, please no stealarino my inventionrino), in a desperate bid against time to grab as much loot as possible, before time runs out and they must exit.
Throughout the ruins, the player will find chests, and can dig up buried treasure, aided of course by their fancy shmancy loot sensor.
However, one must be wary of Curses, an ancient magic cast by bitter misers, who wish to hold onto their fortunes, even from beyond the grave. And who can forget the footnote of our title, Ghosts. These scary fellows will chase the player until they claim their soul, or are evaded, and the player escapes.
Í̷͢ ̥͢͠w̢̨͘i̸̸̢s̛͏͞h̴̡̀ ̷̛̕y̴͏̨o̴͏̴u̴̴͜ ̷͏̦ļ̀͘ư҉͏̵̨c͡҉̶͘͡k̵̨̕,͞҉̧͘͞ ̧̘͞ȩ̛͏x̢͡͡p҉̛̀͡l̡̘͝o̢͞͠r͏̕̕ȩ͝͏r̡͘͠.҉̸͈͢
Space: Dig for treasure!
Made for Alakajam 11
Just writing a quick recap from my previously lost comment from what I can remember (gotta get that karma):
This was one of my favorites in terms of gameplay, but the ghosts were a little fast and the curses were too frequent to keep track of while being chased by ghosts. Also, it would've been nice if one font were used at a time. Using 3 different fonts at once caused some visual inconsistencies.
Overall, a pretty good game jam entry.
I just managed a 2600, just to spite Benjamin :)
The sensors system is a good idea, and in general the gameplay reminds me of social games like Phasmophobia & Among Us. There's really something original in there, with an interesting pace and split-second decisions to make. I suspect that learning the map can help getting better scores and be quite fun ; like, memorizing which rooms have been visited and where the remaining ghosts can be (I think there's always 3 of them?).
My main issue is that the gauges make us watch away from the game most of the time, so it can be hard to keep track of both the game & UI. Using different visual cues or even sounds would have made the game more immersive.
I also find ghosts quite hard to escape, once one sees us it usually becomes a game of cat-and-mouse.
Oh and the main game music is awesome, props to the composer.
@benjamin Thanks! You certainly got a higher score than I could XD
@Wan Thanks a bunch for the feedback. Yeah the music is great, I got a very talented friend. The ghosts spawn based on how cursed you are. At the beginning there is always one, and once you get cursed 3 times more will begin to spawn. I liked your idea of using different cues. During development I had a heartbeat sound for the curse sensor but I can't remember if that made it into the final game or not.
@Lokior thanks for the feedback! Yes the original version of the entry had a score publishing feature but alas that got wiped out in the reboot. You are welcome to submit your score through a comment for bragging purposes. The curses are used to spawn more ghosts, as you step on them more ghosts will spawn.
Intresting and challenging game.
The combination of visible chests with "treasure seeking" was interesting. At some point the amount of ghosts become so overwhelming, that there is not much time for looking at the proximity meters. Perhaps some kind of audible/"ping" feedback would be helpful in this case.
I experienced "control lock-up" a few times (i.e. no reaction when I pressed WASD), but as a whole, the controls worked well.
The music was great, very suspenseful.
@Somnium thanks for the feedback! Yeah the ghosts probably should have been better explained. They spawn as you become more cursed. But yes I definitely should have added some sound cues for the meters. Not sure what your problem with controls were, I hope no-one else has experienced that :(.