Ghosts in Translation by LeReveur
In "Ghosts in Translation", you play as a young investigator very enthousiastic about understanding the numerous ghosts which lays in his town. In order to fullfill his original hobby, he goes to the haunted places, turns off his flashlight and waits quietly for a moment - as the ghosts are pretty shy - watching for various signals. After that, back to the light, he tries to remember which signals he witnessed and in which order, and writes down them on his notepad, then he tries to "translate" those signals in a message he thinks he understood. Of course, noone can understand what the ghosts "says", but childs have a lot of imagination when it comes to fight boringness…
| Link | http://workshop.xenedon.com/LD59/ |
| Original URL | https://ldjam.com/events/ludum-dare/59/ghosts-in-translation |
Ratings
| Overall | 727th | 3.058⭐ | 28🧑⚖️ |
| Fun | 765th | 2.654⭐ | 28🧑⚖️ |
| Innovation | 548th | 3.192⭐ | 28🧑⚖️ |
| Theme | 468th | 3.673⭐ | 28🧑⚖️ |
| Graphics | 660th | 3.154⭐ | 28🧑⚖️ |
| Humor | 299th | 3.14⭐ | 27🧑⚖️ |
| Mood | 667th | 3.173⭐ | 28🧑⚖️ |
| Given | 37🗳️ | 31🗨️ |
"Simon Says with ghosts" is exactly the idea that came up to me when the theme revealed! :smile: Well, not quitely, I think of a "Simon Says", and then the ghosts thing came while prototyping
As my sources are not protected nor obfuscated you can check the "translations" pool directly in the code, at the very end of [game.js](http://workshop.xenedon.com/LD59/scripts/game.js)
_(some have a bunch of alternatives texts, like this: "bla bla [alt1|alt2|alt3]")_
Also, you can see at the top of the same code that I originaly minded 4 signals, as with "Simon Says", but I finally kept only 3 because I didn't found any 4th "ghost signal" to implement :sweat_smile:
At first, I had trouble figuring out what some of the French (?) paralinguistics meant, but got the hang of it quickly. I didn't even have to write down the signals in the end.
The map and eyes are well done. On the other hand, music (even if not your own—you can opt out) would add a lot to this game, or sound effects. There is plenty of public domain music at Free Music Archive, for example.
The ghostly remarks about dancing and the time always being 5 o'clock hit the mark. Then again, some of them were beyond my ken. The cake is a lie? That one stumps me for sure.
All in all, an unusual entry. You certainly nailed the theme. Glad to see you are still here in Ludum Dare!

Yes I must admit it was difficult for me to get several paralinguistics for the signals, that could fit the idea (ie. of thud noise for the first type, and being said by the character to point out the temperature change to coldest or hottest), I searched on the internet different times (f.ex. with tags "onomatopoeia" or "comics") but with… well, mitigate results. I could have stick to only one but I really wanted to have different ones randomly chosen, and thinking I probably used some that would not be understood, I added some visual clues so that at least, one can spot the temperature ones are always at the bottom right near the character, and the thuds always in caps between asterisks
I agree about sound and music (I've done that for LD#45), but even using free existing music or sounds needs time… to find the "good" one
and the fact that I had a call from my boss because of a wild "client emergency" that could not wait, and then worked three hours on it instead of LD, that didn't helped - but I love my job and my boss really deserves that I can be on board in emergency if needed (well, life is life)
As for the texts, when I can (and have the ideas), I like to add some references here and there, from pop culture, from internet, or even commons proverbs or wordplays (here the game title itself is one, or f.ex. Maniac Mansion location is for the old game from Lucas Arts) - so, "The cake is a lie" is one of them too, it comes from Portal game and as far that I knows is still widely used as a meme
I found the moving UI quite awkward and for my main screen it was all too dark... some brightness slider would have been needed. I could only make out the eyes.
And of course some atmospheric music and sound effects along with the blam! and so would also have elevated the immersion.
But all in all a good game!
Play-through:
https://youtu.be/4dmFuVSiShM
I like all the sentences you came up with, that must have been a lot of work!

I think it lacks some SFX to make the player immerse in your ghost hunter atmosphere but well done still.