Project developed during Devs That Jam 36-hour Challenge #12
with the theme: Repetition
i streamed the whole process in my Twitch channel.

i've used tilesets and character from:
Jungle Pack
& backgrounds from:
Pixel Fantasy Cave
also used audio assets from:
Free sfx

Published 17 days ago
StatusReleased
PlatformsHTML5
Release date 17 days ago
AuthorMotivatedclock
GenrePlatformer
Made withGameMaker
TagsGameMaker, Pixel Art, rage, Singleplayer
Average sessionA few minutes
LanguagesEnglish

Comments

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amazing !!!!!!!!

Overall neat concept that ended up being really hard, except it could be cheesed very easily by just taking the same path over and over and having your shadow follow close behind. (I assume the shadow was supposed to force different routes?) If the shadow was a bit faster and maybe you only had to take 3 routes each level I think it would be at a much more reasonable difficulty that provides more challenge of thinking up different routes. Also jump was a bit too high. Overall I enjoyed the game and got through about 4 levels nice job dude.

(1 edit) (+1)

totally agree, level 3 din't had that issue as it was a tight space, raising the ghost speed and decreasing the amount of attempts needed is a good idea to avoid exploits and keep the difficulty level but it would bring more issues for example with faster ghosts players would have enough time to just wait in a corner while they end their run, also when i was building i tought that a fun gameplay would come from the great amount of ghosts on the screen, i think that the best fix for this issue lies in level design making it so you can't avoid ghosts by just being fast

Btw the 4Th level is the last one

(2 edits)

Funny thing is you were able to do the exact same route on level 3 every time by jumping up from the button as the ghosts all jumped up to it in unison and you'd go over them and land on the ground as they landed on the button. 

(2 edits) (+1)

Really? i had and still have a lot of trouble going through that map, well the shadows sychronize because even tough you started earlier in one run in the next run, that "earliear" run will wait for the 1 second cooldown before it starts moving, thats so you have time to get out of the initial ghost zone, i guess the only real way to fix this is instead of being a cooldown on start to be a cooldown where you can't take damage and the ghosts start with you (in wich case might be a little more confusing for the player)

when the voting phase of this jam finishes ill see if i can fix those issues. 

Yes, I thought it was a design feature or somethin