Hunters and Haunters by juxipolo
Jax and Lily are on the case. Times haven't been so great at the Offices of Independent Occult Investigation - this week doubly so. Extracting Cylar from a secret society was difficult enough, but now ghost sightings are on the rise.
In Hunters and Haunters, take control of Jax, Lily, and their friends, as they hurtle into a mystery that could threaten the whole city in this boardgame-inspired RPG. Explor the city, take down the phantasms roaming the street, and uncover the secrets of what is causing them to appear.

Play cards with special abilities to take down enemies and progress the story. Unlock new cards with the XP you earn to take on more challenging foes.

Want to watch an entirely too long post-mortem video? I've got you covered: https://www.youtube.com/watch?v=JCaI8JctMt
Ratings
| Overall | 212th | 4⭐ | 23🧑⚖️ |
| Fun | 499th | 3.69⭐ | 23🧑⚖️ |
| Innovation | 326th | 3.786⭐ | 23🧑⚖️ |
| Theme | 2288th | 2.925⭐ | 22🧑⚖️ |
| Graphics | 847th | 3.881⭐ | 23🧑⚖️ |
| Humor | 682th | 3.325⭐ | 22🧑⚖️ |
| Mood | 503th | 3.786⭐ | 23🧑⚖️ |
| Given | 24🗳️ | 4🗨️ |

UI was easy to read and navigate and the scope of the project is really impressive for a jam game.
Just didn't get what where is the theme, but maybe it's my bad english
That's really incredible to do that in so little time ! :open_mouth:
The core idea here is quite appealing. Going around the city in small teams busting ghosts. The best part is that there are no restrictions on who goes where and with whom. This kind of freedom is very enjoyable.
The actual nitty gritty of ghost busting is less enjoyable. Simply put, there is actually too much content! Too many busters, too many abilities and (maybe) too many locations. Dropping two of the characters, all of the basic card upgrades (attack 2, investigate 2, etc.), and the special card upgrades (flashlight 4, etc.) would be a good start.
Basic card upgrades dilute the usefulness of special cards. Why ever use the 2 damage pistol when the basic attack 2 is superior in every way? Exactly. Damage creep also renders basic enemies a complete push-over. 3-4 health enemy? No problem, walk one step and two basic attacks will take care of it... No permanent cost to the character at all (apart from 1 turn).
This simplification isn't enough. The upgrade system bundled with resting is a time waster. What about characters who all start with 4-6 abilities and gain a few more from level-ups or by investigating locations. Resting would only heal the character and pick up discarded cards. That's it. Easier to understand and takes less time fiddling with the menus.
Currently the difficulty is way too low due to the character count and the power creep. The threat level, which increases faster due to some enemies, is a great idea, but it is removed once the big baddy jumps in. Why? The big bad went down in two turns with 7 characters, he really needed the backup!
Lastly, some of the icons weren't explained anywhere. For instance, the purple lighting strikes and the hat with glasses icons. Some kind of damage and some kind of a buff. The yellow energy is a resource used for actions and regenerated by what? It keeps going up automatically, which means that there is no management aspect to it at all. It should instead be a resource which is in short supply. Spamming special cards should not be possible.
Ok, you clearly came up with great idea for me to spend this much time thinking about it. Big designs can often be cut down before a single line of code is laid down and the result ends up being more focused and fun. Jams are excellent events for doing just that due to time constraints. Something to consider for the next one.
Loved it, although I wish that there was a way to fully recover health besides using the first aid kit, because that's a waste of time.