You are a bad ass ghost dude. He goes to the castle and beats up some ghosts and whatnots with his bones.
Move with arrows or WASD.
Jump with H or Z.
Shoot with J or X.
This game has lots of bugs, no sounds and only two levels. I might continue developing this at a later date. Comments appreciated!
First: I want to steal your Gameboy background. I can't believe I didn't think to do that for my entry.
Second,I love art style of the game. Your use of negative space really fleshes out the game with only three colors.
Very short, but would play more to kill time. Sfx and music were much needed, but will be a great add on in the future.
This was a relaxed and pretty platformer, never too challenging but pleasant to explore. I didn't experience any serious bugs, the main nitpicking was rather for the balancing of gameplay elements. In particular, when throwing a bone and missing the enemy, it makes you wait for a couple seconds for the bone to respawn, which was a bit annoying. Since the bone is quite slow in the first place, it often takes a few tries to hit those fast spinning or small hitboxed enemies. The walking speed also felt a tad slow, making it tricky to go past a couple specific points without getting a hit.
Now these things didn't prevent me from enjoying the game though as levels didn't have any frustrating platforming or game over-prone parts.
Anyway the strong part of the game is really the pixel art, with a pretty nice use of the Game Boy palette :D The character and monster animations are cute and the environments just as good! A small suggestion for a more authentic experience would be to look into making the sprites fit perfectly into the grid (currently they move smoothly on screen which gives away the use of modern tech). I have yet to figure out how to do this in Unity though…
Nice entry, add in some chiptune and SFX, that's all we miss to make the nostalgia 100% kick in :P
@Wan I was testing rounding the position to closest "pixel" the other day but it broke everything. Maybe rendering stuff 1:1 resolution to a render texture and then scaling that to the screen resolution would work?