Ghost Snap is a top-down action game where you fight monsters by taking pictures of them. Find your way out of this mysterious dungeon while facing hordes of ghosts, and don't forget to take selfies while you're at it.
Filiperama (https://twitter.com/FilipeBrizolara) - Art, Level Design
Lunate (https://twitter.com/lun8_) - Art
Pixel Sofa (https://twitter.com/pixel_sofa) - Code
Kodo (https://twitter.com/kofgdo) - Music, Sound
WASD / Arrow Keys - Move
Shift - Hold camera
Spacebar - Take picture / Interact
Luiz Alves Level 2
It is an amazing game, loved the art, the sound, also I loved the way you made this fatal frame top down, good job!
The controller thing really confused me at first. Anyway no big deal but since someone already told you about it maybe say something in the description, it would have saved me 5 mins.
Art and music were great, even if the loop was too short and it started from the beginning every room (especially infuriating at the start with the 3 pre game screens).
The idea is pretty fun, but some details are still missing and it's even more noticeable since the game seems so polished at first :
- like other have said, taking damage isn't clear enough.
- same thing for empty batteries, there was a few times when I kept trying to take pics without noticing I had no battery left. even bigger of a problem with the theme, since the light is supposed to be from your phone, but is still there when you need to charge it.
- the levels are pretty much all the same, and the best strategy was just to go near the charge thing and spam photos at ghosts
Kwisarts Level 56
Pretty good art and sound!
Not exactly sure how it relates to the theme (I guess you have light thanks to your phone but it doesn't feel like a substantial enough use), but it was nice to progress.
Not fond of how you kite the enemies to get some distance to snap them. Also they can still hurt you in their dying animation :T
Also, at the intro, the music keeps repeating; would have been nice if it was just kept playing.
Yeah, we hit some bumps on the road and couldn't implement everything we wanted, the cellphone was supposed to help solve some puzzles.
The dying animation was a thing we just realized at the last minute after sending the game. I already fixed in a build we are going to launch with more things on itch.io
The music was last hour implementation, I was running against the clock, a lot of sound effects was left of the game because o that.
Thank you for the feedback.
SirTotallyAverage Level 12
Phenomenal art and sound. Great controls. Stable as a rock. And fit within the theme.
My only hiccup was that even after you incapacitate the enemies they can still hurt you while fading away, which made it a bit awkward at times.
Also, wish there had been some other puzzle mechanics incorporated. The light was sort of a passive thing, so it didn't feel like a tool with multiple uses. Just the ability to take pictures. Even something as simple as an enemy that is only stunned instead of killed, would have changed it up enough to make the game-play feel more on par with the graphics.
Everything was in the plans and still is, we are working a bit more in the game to make it better. Some problems occurred and the scope needed to be smaller than what we wanted.
About the incapacitated part I realized too late, in the next build will be fixed.
Thank you for playing, I'm really glad you enjoyed.
Barret Level 2
this looked great and played awesome. The one issue I did run into was that I had an xbox one controller plugged in and started using keyboard so nothing worked. I picked up the controller and I could move but that was it. I'm guessing controller support was maybe thought of last minute. I got mine in like 2 minutes before submission time haha. Once I unplugged the controller everything was good. I really liked how the camera doubled as a way to see in the dark in areas you hadn't looked so you could scope out the area and you could even attack from a distance so I thought that was a cool design for the them of one tool many uses. Also liked how you had to recharge it because there a moment where I was in panic b/c I had no charges and baddies were trying to get me haha but I made it to the charge station. It reminded me of the fatal frame series but way less stressful thank goodness haha.
You are awesome and your game too :D
The controller, oh yeah... ...I programmed the controller at the beginning but completely forgot during the development, since it was not plugged here after the first testing, you know how well that gone.
Recharge was a must if not the player could just spam the button all the time. These moments are the best when you have to retreat to survive, just to come back ready for more.
You hit the bullseye on our inspiration, it's our spiritual successor 2D demake. Thank you for playing.
dev_dwarf Level 7
Decent game. I liked the concept, art and music, however the controls led to problems and the polish was not there. Small things, like the music jarringly starting again when you die, and not having any visual indication of taking damage, drag the game down a bit. The long delay between holding up your camera, and getting to the point where you can actually attack for decent damage, lead to frustrating situations, and make the best strategy to group up all enemies and then spam camera. Overall though, definitely a great effort and a solid experience.
P.S On second thought, the game also does not follow the theme at all. It seems like it was made completely seperate from the theme.
The little delay in controlling the camera was trying to give the same tension of survival horror games. If we had the time to implement an anticipating animation of opening the cell phone, would show better what we were hoping to translate.
Yeah, the sound that's on me, I rushed to implement on the last hour of the Jam, while finding game breaking bugs. I should have made a system to control the music, I was not thinking straight at that hour and the realization came too late.
Frame more than one enemy was designed for that. Because some problems show up in the development, we didn't have the time to implement a system. Where if you are framed with the enemies the damaged would be bigger. Creating a risk, reward system.
The cell phone illuminates and takes photos... yeah I know haha, some puzzles couldn't get through with the deadline. The cell phone was planned to work in more ways than it ended up being.
Thank you for your playing.
Joseph Level 4
Very nice aesthetics and presentation in this game! Especially the art, which with some polishing up could be final game quality. The sound effects do leave a bit to be desired (getting hit has no sound, for example) but the sounds that are there are quite good and the music is good too.
The gameplay idea is really unique and works mostly well, though it felt a little clunky to use the phone at first and the ideas are not yet taken very far. I wish there was more. It ended just as soon as I started getting a feel for it, and you never really get to use the phone for more than two things (shooting and illuminating).
I had a good time, and I could definitely see this become a solid standalone (non game-jam) game if it had more time for polish and the gameplay was worked on. Good job!
The sounds were implemented in the last hour and at the same time I found some game breaking bugs that took my attention, the time was not in our favor to add all the sounds.
Unfortunately, we had to left alone some other mechanics to have a fully playable game in time, the artists are amazing, I couldn't keep up the pace with them.
We hope to continue working on the game a little more. The problem is schedule if we can work something out... ...and I want to haha.
Thank you for the feedback, I'm glad you had a good time.
adrian09_01 Level 4
A lovely little game. Nice graphics, nice music, nice sound. Left me craving for more, maybe some new mechanics later on?