The Lonely Ghost by firetaku
A game about a ghost.
Play
https://play.adrian.id.au/ldjam-49 or https://aidswidjaja.itch.io/ldjam-49
- Older builds only supported for play.adrian.id.au WebGL builds (see Changelog)
- Mac and Windows builds below
Screenshot

Controls
Use WASD or arrow keys for controls.
Changelog
All times in Sydney time (AEDT) - Ludum Dare 49 Jam category ended at Tuesday 5 October 9am (AEDT)
In accordance with the Ludum Dare rules we've made bug patches to fix significant issues with the game that were not intended, as we would like to put forward our best and intended work. In the interests of fairness we've uploaded all our builds (which only fixed major bugs) over the Submission, which can be accessed via appending the version number at the end of the play.adrian.id.au URL (e.g https://play.adrian.id.au/ldjam-49/rc3) - and we'll leave it up to the community to decide whether they would like to judge us against the final build or the one closest to the end of Submission Hour. For more info on post-Submission Hour bug patches, see this gist
- Wednesday 6 October 7:42pm - [rc12] Fixed void/teleport bugs - (commit)
- Tuesday 5 October 6pm - Added Windows and Mac builds
- Tuesday 5 October 5:38pm - Added screenshots to our Ludum Dare page, which I believe we're allowed to edit after the initial complete submission
- Tuesday 5 October 5:32pm - [rc6-11] After-school fixing-up of graphical bugs, spawning in the void, etc. (commit)
- Tuesday 5 October 9:47am - [rc5] More graphical and level teleport bug fixes. This is our final build before the Submission Hour ends (commit)
- Tuesday 5 October 9:03am - [rc4] Build fixes - (commit)
- Tuesday 5 October 8:24am - [rc3] Graphical bugs (commit)
- Tuesday 5 October 8:13am - [rc2] Fix WebGL export bugs with rc3 (commit)
- Monday 4 October 11:24pm - [rc1] Add release candidate 1 at /ldjam-49 (commit)
About
This is our first game by Pigeon Game Studios. While it definitely isn't the best game, and really not that great, everything you see here was made by scratch from start to finish in 3 days, mostly by people with no prior game development experience. We would really appreciate your honest and critical feedback on something we have (across the team) collectively dedicated hundreds of hours to.
Speedruns
Post-jam speedrun build with online score submission and scoreboard: http://heyo.adrian.id.au/yurei-online/scoreboard/
Team
- aidswidjaja
- BigBird
- Duck2033
- Toby
- Jujube88
- TJ_Bearytales
- Pidge
GitHub
https://github.com/terebigeemu/ludum-dare-49
Ratings
| Overall | 1402th | 2.912⭐ | 36🧑⚖️ |
| Fun | 1308th | 2.838⭐ | 36🧑⚖️ |
| Innovation | 1515th | 2.103⭐ | 36🧑⚖️ |
| Theme | 1491th | 2.258⭐ | 35🧑⚖️ |
| Graphics | 930th | 3.412⭐ | 36🧑⚖️ |
| Audio | 338th | 3.697⭐ | 35🧑⚖️ |
| Mood | 568th | 3.576⭐ | 35🧑⚖️ |
| Given | 34🗳️ | 45🗨️ |

I don't know if the x position of the ghost should be stationary when it is on a plataform.
The art and music are great, nice work!
Also I like the piano music a lot!! :)
I reloaded the page, then I moved to the left side and the game restarted.
Then I began jumping the platforms. The moving platform doesn't really carry the ghost so I had to awkwardly move along with it, but I made it across. After a while I jumped over a ninja and suddenly I was transported to an interior area. I didn't know what to do inside, so I just kept moving to the right. I was then transported to rooftops. I moved to the right and fell down, back into blue limbo. I just don't know what to do and where to go.
The art is cute, but differently-scaled 2D assets are a big pet peeve of mine. Taking the log platform and scaling it up, giant pixels in the otherwise pleasant looking skybox. Then razor sharp spikes on the floor trap. There's no uniformity to the art style there.
The music was pretty and soothing, but there's a good bit of white noise throughout.
All in all, I feel like you're on the right track for a platformer, but the intended direction was just unclear to me.
In the "city" level I went exploring and fell down and the game wouldn't reset so I had to reload and start over entirely.
One thing about the double jump, the way it works (adding momentum instead of setting upwards momentum to a fixed value), you get BY FAR the most air if you immediately use both of your jumps. Not sure if that's intended.
Overall very nice job, espacially for your fist game :)
Since the void and teleport issues seem to be a major playability factor, I'll roll out an additional bug patch fixing *only* those void and teleport issues later today. You'll of course be able to access older builds and the changelog.
Also the layout of the keys was a bit awkward; I ended up using arrows for left and right and w to jump. A separate jump key from the WASD/arrows would have been easier.
I also had no idea what was going on :)
On the plus side, art style and music were great.
I'm not sure if the ghost not sticking to platforms was part of the theme.
I pushed through and climbed to the top of buildings and on top of one the game just ends, was that the ghost trying to ascend to heaven?
I liked the art and animation of the characters and the music was great!
I also love the characters, like the ninja or the businessman. There's a lot of fun to be had with the art in this game! The music is really cool too! Great work.
I left it feeling curious.