This is fine if intended as a demo, the main mechanics and graphics and sounds are good, but for a proper game it needs some more work:
- More levels
- Greater diversity in enemy behavior
- I think there must be some mechanic where you can frighten a human. A ghost that tries to be unnoticed seems rather pointless to me.
- The standard windows cursor needs to be gone. Just make the ghost fallow an invisible cursor or some mystic light.
Cute game. It looks promising. Some things to consider if you plan on making the game longer:
*Every type of opponent is basically the same. They move at the same speed, have very similar cones of vision, and react the same. Some variety would be nice
*The sprites are 3D but the game is linear. I think you should basically pick one and stick to it. I spent awhile trying to figure out how to go through the floor and away from the camera
*I honestly forgot that I could dash. Didn't cause me any difficulties. On the other hand, holding boxes and slowly carting them around would get tedious.
I'm sure you're already aware of these limitations. I just wanted to point out what I noticed.
I love the game; the theme and music is great. But I just wish the gameplay had the same art style as the title screen / main menu. That flashy artstyle is what made me click the link to this game to begin with, but I ended up with lame block 3D graphics. Still though, loved it, and I hope to see a (longer) sequel!
I wasn't going to review, but I saw that you are replying to all feedback, even the useless feedback, and I really respect that. I would normally rate this 3.5, but the extra 0.5 is from you seeming like a good person in your replies.
I played the game twice, lost first than won.
I think your level was terrible. It featured annoying sections of waiting, the salt boxes were placed such that even with near perfect movement I would sit 5 feet from the next salt trail waiting for my spirit to replenish so I can move the salt box again, and it was very linear with no puzzle elements as all, despite the lock-and-key design.
That said, I think the game mechanics are promising and there is a lot of potential here.
I think some simple changes could be made for better gameplay:
1. Make it more obvious when an NPC is about to turn as at the moment they just snap 180 degrees without any warning to the player. Simply having the NPC stop for a moment before turning would be wonderful. For stationary NPC's, play an animation.
2. Don't make spirit energy drain quite as quickly when holding a salt box while possessing an item, it simply makes the chore of carrying items more tedious as stated earlier.
3. Have some way for the player to interact with the NPCs. Perhaps being able to possess some items to scare NPC's away from a corridor? Go play/watch the GameCube game Geist as it's a perfect example of what I mean.
4. Have some other use for the Spirit Energy other than just carrying stuff. It's basically a stamina bar, so treat it like so and let the player dash or turn invisible or something else to help them have more, but riskier, options.
Keep up the good work, and feel free to PM me if you have any questions about my review or want me to test future releases/updates.
Thank you for your review! Your suggestions are all extremely helpful and interesting, especially for when I come back to this game later to add/change features to make it more fun. I have sent you a message to talk with you a bit more about things :)
Tried playing with 3 different browsers, no image just black screen.
Have you tried waiting a bit? WebGL sometimes takes a while to load, and it will sit on a black screen for a while before it finally starts.