A Boy and his Ghosts by Rolly
A boy is stuck in a time loop and has to start over and over every 30 seconds. Fortunately, there are escapes to the loops, and with the help of his ghosts, he should be able to overcome the 9 levels!
Controls
Controls are shown in game, but here's a summary:
- Movement : WASD / ZQSD
- Jump : Space
- End loop : Left shift
- Pick up / drop : E
- Throw : F
- Restart level : Backspace
The full-screen mode is supported.
Did you say bugs?
The game highly relies on physics, and there could be some inaccuracies resulting in devastating outcomes for your infallible plans... I did my best, but there are still some bugs once in while. Sorry about that. Place yourself at the center of buttons, place yourself correctly in front of boxes before picking them up, walk in the center of platforms... And everything should be just fine !
Tools
Everything was made in 48 hours, using - Game engine : Unity - Coding : Jetbrains Rider - 3D models : Blender, texture with Photofiltre - Music : Musescore2 - Sounds effects : Audacity
I will be happy with any kind of feedback, please let me know if you enjoyed or if you would have done things differently. Thank you in advance, and hope you have fun!
| Youtube | https://github.com/nistace/ludumdare47 |
| Youtube | https://nathanistace.be/gamejams/ludumdare47/ |
| Original URL | https://ldjam.com/events/ludum-dare/47/a-boy-and-his-ghosts |
Ratings
| Overall | 70th | 3.906⭐ | 50🧑⚖️ |
| Fun | 73th | 3.885⭐ | 50🧑⚖️ |
| Innovation | 221th | 3.5⭐ | 50🧑⚖️ |
| Theme | 169th | 3.906⭐ | 50🧑⚖️ |
| Graphics | 257th | 3.552⭐ | 50🧑⚖️ |
| Audio | 100th | 3.691⭐ | 49🧑⚖️ |
| Humor | 82th | 3.554⭐ | 48🧑⚖️ |
| Mood | 129th | 3.615⭐ | 50🧑⚖️ |
| Given | 61🗳️ | 74🗨️ |
Very impressive level design with distinct progression and introduction of mechanics.
Brilliant for a ludum dare game, the onlt dlaw is that the the physics seems unreliable as you mentioned.
Really nice idea.

Picking up boxes worked again on Level 9. And I beat the game.
Even with the bugs, this is one of the most fun games in the competition, the bug even gave me a little more to think about in my strategy.
I've done a gamejam like this before, and the way I did it was to save inputs for each frame, and then replay them back. I noticed sometimes a ghost wouldn't pick up a crate that it did before (I had that bug too) so I'm guessing you used the same approach?
Really fun game, the best of the "play with copies of yourself" game I've played this jam.
If you want to have a better idea of how I did it, my code is public ;)
The downside was as soon as the frame rate dropped to 30 (on some low end systems) then the game ran at half speed, because everything was tied to the frame rate. We should've really locked it to 30fps to prevent this, but ah well.
Would your new input system way of doing it still work even if the frame rate changed? I assume you've got to store a time/frame for each input change, so I'm thinking it'd be okay?
I would definitly advise to check out the new input system. It makes a lot of things more simple. If you want to create a settings panel to let your player rebind the keys, it is a made a lot easier. Also, as I am belgian and use a belgian keyboard, I use ZQSD to move (instead of WASD). With the new input system, you don't have to care about the keyboard layout. I defined the movement to work with WASD, but Unity understands that I don't have the "default" layout and remaps automatically.