Ghost Hunter
Update 0.0.2
- Changed the balance of the game. The player has more health at the start and has a base dodge of 5%. Increased the damage of Magic and One-handed Strike skills.
- Changed game economy. The sale of items from 20% became 30%. Skill prices have been reduced. At the start of the game is given 150 gold instead of 100. The player gets more gold from enemies, now it is impossible to go into a minus.
- Fixed bugs with progression (moving to the next level after death) and with skills (all skills can be leveled up).
- Added save game function.
- Added function to return to the last passed level after defeat.
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Full walkthrough with no deaths for those who can't play the game (old build)
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TUTORIAL
Fulfill the level objectives, connect the girls' souls to their bodies and don't get caught yourself!
Important:
- WASD/Arrows to move and dodge
- Right-click on an item to learn more information about the skill/item
- The more girls you catch, the bigger the reward
- Each ghost has a different type of binding: rope for blue, bag for turquoise, straps for green, bandages for yellow, and chain for pink.
- The left mouse button is needed to pick up items and bind girls
- The map opens to M
- After catching the ghosts, you have to go to the portal sphere and click on it to go to the next level
HP bar is divided into three parts:
- On the green scale you can't get tied up
- On the orange scale, you can be bound with a medium chance of being bound
- On the red scale, you can be bound with a high chance.
All the assets and code are done in a week. We'd love to hear your feedback and hope you like it :3
Music and part of UI are taken from open sources with CC0 license
Attention!
The game was made in a week, so I'm sure there are some issues there, some bugs I missed!
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.6 out of 5 stars (5 total ratings) |
Author | Xentiox Games |
Genre | Adventure |
Made with | Godot |
Tags | Adult |
Asset license | Creative Commons Attribution_NonCommercial_NoDerivatives v4.0 International |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Development log
- Update 0.0.239 days ago
- Balance issues40 days ago
Comments
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Good Game! The binds for both the player and enemies were great, with the Lost Sorcerer's slime being my favorite.
Some notes for the gameplay:
Sword Strike: a solid basic attack. Strong, but can be disabled easily by enemy binds. Upgrade immediately.
One handed strike: Flail button. Only useful if you can't use magic or sword strikes. Any upgrades here are better spent on items for healing and removing binds.
Magic Attack: The middle point between the Sword Strike and 1H Strike. Use Mp to deal slightly less damage than the Sword strike, or half your Mp to deal slightly more than a Sword Strike. Upgrades make this an alternative attack when your hands are bound.
Evasive maneuvers: Objectively Useless. Use to to gain 10% more dodge chance for two turns!(in exchange for one turn).Upgrades turn this bonus into 30%!(still not worth it)
Items: Health potion. You should never buy this, as the Health bar potion restores more for less
Heath bar potion. Chug these whenever your heath goes from green to yellow.
Knife: Use if you only have the basic arm binding.
Acid: Use if you have more than the basic arm binding.
Mana Shard: Magic isn't good enough to warrant buying these
Enemies are fun, they each seem to have their own gimmicks. Clearing out the Lost Sorcerer's first makes the basic areas alot easier, as they lack the damage of the Mischief spirits, while the Mischief spirits lack the ability to bind.
Green Warrior is a Dps Check, on whether or not you can outdamage their healing. Yellow Warrior is a standard fight, only with what seems to be the highest evade. Pink Warrior is neat with her free binds, forcing you to manage what items you use.
Ideas to make the useless useful:
One-handed strike: Make this attack always hit. This will make it useful against Spirits, giving the player a reason to upgrade it.
Magic attack: Right now it's only good for attacking when arms are bound, giving it an additional effect (like removing a bind or making your next attack stronger) will give it more purpose than "next best attack if sword isn't avalable"
Evasive maneuvers: Either increase how much dodge/turns you get from using this skill, or add a passive effect that uses it before a battle starts.
Heath Potions: Decrease price to 5, Increase the price of Health Bar Potions to 25. This would make it so that the player needs to keep an eye on their health and heal before they lose a bar, with the Heath Bar Potions serving instead as a stronger panic heal button.
Glad to hear you enjoyed it!
Thanks for your ideas, we'll consider them! :3
Also, the last level of magic attack has the most damage at the moment, even more than a two-handed attack, maybe you missed it
Thanks for the reply!
I did note Magic's final level having more attack: (use) "half your Mp to deal slightly more than a Sword Strike." it's just that 2-3 more damage is not worth spaming mana shards each turn.
Oh, so you noticed that
I agree, we'll think about it and maybe change the whole point of the spell in general... I have a couple of ideas!
It would be cool for a option for some sort of movement controls for mobile devices. As everything else works you just can't move on mobile devices.
Thanks for idea! I wouldn't want to overload the UI, but maybe we'll make a separate version for phones with on-screen controls
When will the download be available?
At the moment we have no plans to release a version of the game for desktop platforms. At least until we bring the game to its original idea
4 skill (dodge) is broken, its effect does not disappear and is stacked, which allows you to make the dodge chance 100% at the very beginning of the game (although for some reason the bug works crookedly and at a certain point the ghosts can start to cause damage, but this is solved by re-using the 4 skill). The only one who can hit you in this case is the turquoise ghost, since you can dodge his double attack only by clearly hitting the timing of dodging the first attack before the opportunity to dodge the second attack appears, or if his double attack requires the same dodges. Although considering that the turquoise ghost cannot even link (only if he lowers all health to zero), this is not a serious problem.
Thank you for checking the bug! I'll check it out. Given that I was really busy with other stuff for a game jam, I could have missed that!
I've found that the game gets really laggy when you pull up or put down the map. Is that a known issue?
Hi! Yes, we've noticed it ourselves, and some people have had the game freeze up because of it
We'll see what we can do, thanks for notifying us of the problem anyway!
This game is great! The art-style is very charming, and I love the money-managing gameplay loop of deciding on whether to buy consumables, trapping items, or save for skill upgrades, when you're in the shop. And when you're in a floor, you have to consider whether you can afford to go without healing or whether you can even catch another ghost this level, to get more money and conserve resources.
I felt like the Dodge skill wasn't very useful. Giving the opponent an extra turn, in exchange for two turns of them getting a (at max 30%) chance to miss isn't ever really a good thing, since it's an on-average 40% chance to still get hit, despite wasting a turn. It's only kinda useful if you're stalling for item uses, but even then, it's not that useful.
I was a bit disappointed that you could only encounter the three Warrior ghosts once, rather than them becoming recurring (although hopefully rare) enemies, since their higher strength and more expensive catch items made the game more entertainingly difficult. Although, I think the Green Warrior is more difficult than the Yellow Warrior, so should probably be put first.
With allowing the Warriors to respawn (maybe just the Yellow?), or just adding some more difficult-to-beat common enemies with more expensive catch items, plus some more consumables/permanent upgrades (eg an item to do increased damage, or allow an extra move, or a permanent upgrade to increase max health or upgrade your radar (like showing the types of ghosts on radar, or items on the ground)), I'd love to play an endless mode or longer, non-endless mode of this game!
Sorry for the long reply, such a great review
We are thinking in infinite mode to add bosses repeatedly, but it makes more sense for the story that they will still be once. For more variety I think it would be better to add more new regular enemies, but we don't plan to do that right now
Character upgrades are also planned, namely we planned that each boss will give us some kind of upgrade, but we didn't have time for that, so we limited ourselves to a large amount of gold.
Glad you like the project! :3
No need to apologize for a "long" reply, it's good to hear you had so much to say about my comment. Plus, mine was a lot longer, lol.
Making the bosses give permanent upgrades makes a lot of sense! That makes them stand out a lot more, than just feeling like stronger (albeit sometimes a LOT stronger) normal ghosts. To be honest, green and Pink felt a lot more unique than Yellow, since it seemed to me like Yellow just had more stats, and no special gimmick like regen or guaranteed binds. I totally get why you didn't implement those in this version. Game jams are often like that. But hopefully you keep working on this, I can tell it has a lot of potential.
I think that adding at least one more basic enemy would make a lot of sense, since with just two basics, that are both about equal in terms of difficulty, it makes things feel pretty same-y (although, I have to compliment the capture item system in that regard, since it makes the ghosts a lot more distinct, since you have to pay attention to which capture item you have when engaging them). But, you don't really notice the sameyness unless you're playing for a longer time, like past the Pink Warrior (which obviously you will be in your next update).
A couple minor pieces of advice I forgot to mention: I think it would be good to in some way mark that the Warriors are unique, boss-type enemies to the player. When I first played, I bought a set of Belts earlier than I needed to, and bought a second one after beating the Green Warrior, since I didn't know that, and I wanted to be able to catch one if they appeared again. Maybe make the boss capture items only purchasable if the boss is needed for the next level, or make them go "out of stock" once bought for the first time, or just change their descriptions to say "used to catch a boss/unique ghost" or something along those lines.
Fun little game, got spawned into the void on level 12 thought you might want to know
Yep, thanks! Infinite mode isn't ready yet
Congrats on winning the Bondage Game Jam.
Thanks! We won by audience vote, not by the juries
But the important thing is that GameJam made it possible for us to create a project like this!
Thanks to the hosts for this!
I am clicking New Game, but nothing is happening
It is working now :3
Yep sorry
Weird issue!
I ran into a softlock, but it's pretty specific: when both of your arms and your legs are bound, you don't have enough mana to cast, and no mana orbs, knives or acid, there's nothing you can do.
Yep, that could happen XD
But still, this game is about bondage, consider yourself helpless in such a case~
Still, it would be nice if the game would count it as a loss, or skip your turns automatically or something. Now you're just stuck on the battle screen.
Ohh, you stuck... Yep, I will add this in future then, thank you for review!!
Could be great, if the RNG elements were SEVERELY toned down and the means to play the game were explained more clearly.
Understood, we'll review the balance, thanks for the honest review
I really like this game and would love to see where this goes. More items, more enemies, more loot. Maybe a way to see yourself in the backpack menu or something too. More diverse dialog for the saved girls too. Fun game! Cheers!
Thank you! Yes, the potential is there XD
The only upgrade you can buy is for the default attack, the others do nothing. Also, the game becomes unplayable once you reach floor 12.
Cute game! Main issues are some enemies give less money than their restraints are worth, the green/yellow/red enemies are super strong, the red enemy will deal bindings even on green health, and the pool being random for ghosts to catch means you might not even see all the ghosts in one playthrough.
Yes, I apologize, as soon as GameJam is over and there is an opportunity to do updates, the first thing we will release is a fix for balance and enemies that makes the game passable
VIDEO
As it turns out, it's passable, even though it's super difficult!
no point in playing if the enemy just dodges all your attack
I checked and no, you can hit them. Probably have a bad luck, try again
VIDEO
A complete walkthrough with no deaths.
You say everyone's dodging?
I think you just got REALLY unlucky when fighting one of the green ghosts. They tend to be more dodgy. But yeah, some sort of override so they can't dodge, like, three times in a row would probably be fair.