Ghostscaling by STUDIOCRAFTapps Developpement
Ghostscaling
The universe of Ghostscaling: Change your size, possess the Blockies, press some buttons/switch and harvest souls! It's 2D "open world" puzzle game, the mechanics are fun, but a bit complicated. The player has two state, a ghost and a blocky. The ghost can fly, it's vulnerable to fire but not to spikes. As a ghost, you can choose your size by scrolling with the mouse. If you're a big ghost you're not vulnerable to small fire ball. The ghost can posses blockies, blockies are stone create with two eye. If you bump them, you become the blocky. Blockies are vulnerable to spikes but not to fire. To kill fire enemies and get thier souls, right click to extinguish them. To leave the blocky, press the down arrow/[s]. That's it!
Links
- Dowload the game here: https://gamejolt.com/games/ghostscaling/251695
- Source Code: https://drive.google.com/file/d/0Bxqutax46qPobDlCcmVQVkF5SVU/view?usp=sharing
- Font: http://www.dafont.com/fr/i-pixel-u.font
Additionnal Informations:
- Entry: Compo (48h)
- Tools used: Unity3D (Engine), Piskel (Character/Specific Pixel Art), Affinity Photo (Natural/Rock Pixel Art), CFXR (Sound effect), Bosca Ceoil (Music), Font: I pixel u
Edit: I found an bug, if forgot to reactivate the Canvas in the last level, you can still play it but you're not going to see the soul count!
Note
Please, try both version
Edit: Forgot to add parralax scrolling to the background
| Original URL | https://ldjam.com/events/ludum-dare/38/ghostscaler |
Ratings
| Overall | 509th | 2.571⭐ | 23🧑⚖️ |
| Fun | 520th | 2.15⭐ | 22🧑⚖️ |
| Innovation | 295th | 3.05⭐ | 22🧑⚖️ |
| Theme | 494th | 2.5⭐ | 22🧑⚖️ |
| Graphics | 406th | 2.8⭐ | 22🧑⚖️ |
| Audio | 383th | 2.158⭐ | 21🧑⚖️ |
| Mood | 435th | 2.611⭐ | 20🧑⚖️ |
| Given | 11🗳️ | 9🗨️ |
I didn't like the camera as it's field of view was to small unless you scale a lot. if you're small then you can't see if the enemies are attacking you.
Hope I was just dumb and didn't realize the puzzle and not the game's problem. but I liked the concept and would like see the ghost possesing more stuff for other abilities.
Oh, and the rules text seem to be cut off or something, it ends with "If you want to left"
Can you explain why and how it feel?
The pixel art looked good, except that it was put together poorly. Try to keep everything the same size. Next time, try to make sure you're idea for a game is something you can complete properly within the given time. Try to add a little extra time for polish too!
It was a good effort though! :slight_smile:
Did I miss something?
I got stuck after getting the first blocky - i couldn't ascend further. The level feels very big in the beginning - ist there a supposed route the player should take, or "open world"?
A really nice entry in any case! The ghost was especially neat, i think some more animations on him would be very satisfying.
My feedback on the improved version: the collisions are still buggy. I think you should look for a 2D platformer tutorial so you can program your collisions and movement in a clean way, that'd be an amazing improvement!
The level design is much better compared to the first version but your goal is still not clear. I didn't understand why there were thought bubbles coming out of the walls, for example.
The zooming in/out should be smoothed too.
Keep up the good work!
First of all, I think you had a very solid idea with your game, using the two modes as ghost and rock works fairly well as a puzzle mechanic and zooming the environment was a really neat idea.
The graphics are nice, however personally I prefer true pixel sizes over mixed-pixel sizes. What I mean by that is that you should choose a game resolution (e.g.640x480) and everything on screen must fit into that resolution. You can still scale up objects by integer factors (2x, 3x), but they cannot be smaller than your game resolution allows. As an example, look at the visual effects when the stone blows out air. The pixel size of that effect is really low, and much lower than your character's pixel size, which gives it an inconsistent design.
I really liked the ghost animation. You can give it some more personality by creating a 3-frame idle animation that keeps playing whenever the ghost doesn't move.
Your camera motion is quite nice. I noticed that you precede the motions of the ghost, which is cool. However you should fix the camera wiggle you get when hitting a wall and when you change direction. Try a more inert camera that can only move a maximum distance each frame. Also when you scale, the step size is too steep. Lerp the scaling between your current and the new size, that way it will feel much smoother. The sound you play while scaling was too long, it can't be longer than the scaling actually takes and should probably be much shorter than that. Definitely so short that it doesn't sound choppy when you scale multiple times quickly.
Your terrain collision detection needs some work. When in stone form, I was able to move through certain blocks and got stuck in others.
Background music is missing, so maybe play around with some spherical music, or maybe go with some ambient sounds. [Agaric Abyss](https://ldjam.com/events/ludum-dare/38/agaric-abyss) created some nice wind sounds in bfxr for example. That could be an alternative if you don't feel confident composing. The music you do have isn't too bad but a bit too loud which can seem jarring.
When introducing your game mechanics, never ever confront the player with a wall of text. You could have achieved the same thing with under 30 words if you just clicked together an image containing your assets, some arrows and a few pieces of text. Players are not stupid and have likely played games before. The brain can pick up these image overviews very quickly, but reading a long instruction manual is really boring. I only skimmed the text and totally missed that the mouse wheel plays an important part in the game.
The thought bubbles were for the most part superfluous. Again, people are not stupid. When they see a red wall with something interesting behind it, they assume they have to get past the wall. When there's a red switch later on, they'll figure out how it works. Some of the fire monster had a thought bubble which appeared to indicate that you have to kill them and not the others. This is totally confusing. Get rid of the thought bubble and give the invincible monsters different graphics, best design a completely different monster/turret for that so the player can distinguish them from the soul-giving foes.
Personally I would have preferred to have lives in the game. That way you can make the experience more challenging without being too frustrating by getting insta-killed.
Finally I had trouble finishing the first level. I didn't figure out how to turn back into a ghost. I assume the stone form locks the scaling, so I didn't fit into narrow spaces afterwards and since I couldn't turn back into a ghost, I was stuck. The first level requires 3 souls, but I was only able to find 2 of them. Maybe this was due to the scaling, maybe they could have been more visible, maybe I was just frustrated.
I would suggest you start with the most important stuff (collision, camera movement, improved intro screen). Maybe get some of the low-hanging fruits as well (music volume, thought bubbles). Once the game mechanics themselves feel more solid, I'd go on to the nice to have items (idle animation, background music)
If you have a new build with significant changes, you can drop me a line here and I can check back with you if you want.
The graphics were all right, not terribly consistent (and was the shine on the tiles intentional?), and the audio was a little harsh (especially for headphones).
All in all, good job on completing a compo entry!
The learning curve is for my taste too steep, more dead easy levels at the start would really help.
The physics were a bit slippery. What I mean by this is the block physics, specifically: when I tried to jump onto a ledge and held right for too long, the block ended up bouncing onto the ledge and going across it at super speed to the point that I hit a spike before even having time to react.
I also think the spikes were a bit too hard to see. It would probably be a bit better if they had a stronger color that stood out more from the background.
I didn't manage to make it through the first level. I figured I had to use the small block on the left to jump onto the right ledge, but I only managed to get up there once out of every ten tries, most of which ended in me rocketing off straight into a spike. I tried using the large block as a stepping stone, but when I exited the block I ended up pushing it around to much and couldn't get it into the right place.
Overall I think this game has a lot of merit - the only real trouble is some physics stuff that I think could be ironed out if you'd had more time to repeatedly test and adjust it.