Spooky: The one who lost everything by Susumu Asaga
Spooky is a ghost who lost everything, including his life and body. Alone, locked in a dungeon, Spooky has to use only his wits to find and recover the things that the mages took from him.



WASD - Walk
J - Possess
K - Action (some objects)
Change Log:
Bug Fixes - Bug in the Lamps and UI code fixed.
Due to lag issues in the HTML5 version, now the game is available for download for MAC, Windows and Linux.
Ratings
| Overall | 42th | 4.184⭐ | 135🧑⚖️ |
| Fun | 39th | 4.128⭐ | 135🧑⚖️ |
| Innovation | 153th | 3.812⭐ | 135🧑⚖️ |
| Theme | 559th | 3.302⭐ | 133🧑⚖️ |
| Graphics | 55th | 4.39⭐ | 134🧑⚖️ |
| Humor | 304th | 3.228⭐ | 118🧑⚖️ |
| Mood | 70th | 4.093⭐ | 131🧑⚖️ |
| Given | 44🗳️ | 77🗨️ |
I sat through way more levels than I intended to try out. 😁👍
Gave up at the level with the exit/mortuary signs.
Might give it another shot some day.
I have nothing particulare to say, all was perfectly done !
I very liked the idea of possess the paintings on the wall. The feeling is great !
On the other hand I had a little difficulties with the inertia.

I got into the top lamp, then fall down and got hit and died and then respawned at the same point and couldnt move anymore (Windows 10, Latest FF).
Gameplay is fantastic with some minor issues but overall really great. You should make it full game. Good luck.
Very good entry!
Super nice built in tutorial, good difficulty, really cool mechanics and story, the art looks pretty and the soundtrack is very fitting and mysterious.
Really good job!
I got a good ways into the game and I'll be sure to come back to play more.
One issue, I happen to be playing this one a small-screen laptop and the play area is a little too big to fit on-screen.
Great game, nice setting, very heavy - at least for me!
Cool gameplay, like it a lot! Keep up the good work!
Small nitpicky things:
- The music loop was a little short and got after a time, but was spot on in design and fit in very naturally with everything else.
- The controls felt a little loose. I think this was a design choice and added to the floaty ghost feeling, but it made some of the dodging of the skulls difficult.
- The hitboxes on the possession seemed off. I think they were large on purpose, but in particular the rapid fire skulls with the pictures and the lamp at the end was difficult. I think maybe the hitboxes for the picture and the lamp overlap? There were a couple times where I felt like I should have entered the lamp based on my position but I actually went back to the picture instead.
I think when comments get down to "I had trouble with this one screen" that means that the overall game was extremely solid :smile: Well done.
I played the HTML5 version, so stuff like the dodging / timing was a bit more challenging. :v:

Really high level of polish in visuals, sound and level design. The music theme was really catchy and helped a lot with that ghostly atmosphere, but being relatively short it felt repetitive a bit fast.
The game mechanic was simple and clear, and yet coupled with the levels it offered a lot more depth than expected. As for controls, they worked pretty well for me. While trying to get past certain bits the inertia could feel a bit annoying, but I had assumed it was intentional to make the ghost movement feel more believable (as believable as ghosts can be, of course :grinning: ), so I tried to account for that when moving.
The only issues I could think of trying the jam version were that first, bullets would sometimes keep waiting near a possessed lamp only to kill you when you fell down to the ground. Is that the same bug as the one you mentioned in the changelog?
Secondly, sometimes the view would glitch slightly when the camera scrolled. I played the game in a browser, so that might be related.
In any case, this has been almost a perfect 5 for me. Hope it will eventually turn into a full release.
Congratulations!

The bug mentioned in the Change log was actually another bug, this one that you encountered is a known bug that we didn't consider bad enough to fix and reupload the game, but thanks anyway for informing us.
Some suggestions if you decide to take this further:
1. The controls seem a bit too floaty for my tastes. Normally this wouldn't be an issue, except in the instances when I'm weaving in between fire statues and trying to time it just right. It's hard to keep my player character in the center of the obstacles without overshooting too much.
2. I think some of the fire statue segments require too much perfection. Like, if I didn't exit a painting at just the right time, there was no way I would make it to the next one in time. I think for a more general audience, it wouldn't hurt to put a "safe buffer" of time to allow for some mistakes or imperfect play. It would make it easier for less skilled players and even less stressful for players who are capable of hitting those narrow time windows.
Other than that, I really liked this one! A lot of personality, especially for a LD game!
Had a lot of fun on this game, very challenging.
The puzzles are very creative and the ability to reach other locations while possessing the lamp was genius.
It fits the theme perfectly, and you use and re-use the basic mechanic of possessing in a perfect way.
I was a little confused at the end of the level? I went through the exit, but then there was no way to restart or go back, so I couldn't explore whatever the rest of the previous room was.
(I did end up replaying and getting there, but it was wayyy too hard for me, ahah.)
Excellent work!
Posses mechanics is really innovative. I think you can get even more from it!
It is so polished, I'm finding hard to suggest any improvements ))) I guess, the control scheme can be more convenient. For the moment, J/K reminds the control on the old 8-bit machines like ZX Spectrum. Moving these to the left side of the keyboard probably would be better. Unless that is a particular design choice )))
* The movement is not very precise: if I do just a little tap on a key, I expect the player to move just a little bit, but in this game it moves a bit far.
* I encountered a bug many times, where I possessed the lamp right when the enemy spell was about to hit me, in which it didn't dissapear and when I exited the lamp, it killed me.
Things I liked:
* The music sets the mood very well! I liked the sound effects too, they give a nice feedback to the player.
* The art is beautiful, it inspires me to be able to do something like that when I eventually learn pixel art xD
* I loved that the things you possess changes their appearence to have the ghost in it, a cute detail.
* Nice level design, especially the last one, it's impressive how many mechanics you guys extracted from the lamp!
* It even has a narrative too, which was told little by little, not overwhelming the player.
Really awesome game, I definitely see it as one of the best from this ludum dare!
The parts I can say were lacking was, above all, the controls. Making fine movements is impossible, as it seems like you start at full speed when pressing the button and then you deaccelerate down to a halt when letting go. You could also accelerate the movement from zero to max speed and keep the low acceleration when stopping as well, this way you keep the movement floaty (fitting the mood and theme) and you are still able to do fine movements. You could even brake by moving in the opposite direction! Lastly, I would say the game had little to no feedback. Other than possessing paintings, everything else was too static, like when killing the mages, they did nothing other than pop out. But yeah, that's just nitpicky, I know you can't polish the game in a game jam.
Very nice submission overall. I played two times to get to both doors at the end. You have a solid game there in your hands! Congratulations!
As for the difficulty, I feel like it was decent, though maybe a little uneven. An larger, expanded game would presumably need to feature a smoother difficulty curve, but for an LD entry this is about as good as you can get.
:thumbsup: :thumbsup:
I finished the level short when I took the shortcut; read the DevLog, but played over to explore the level because I thought there was more afterwards. But after it all, i returned to the same room :rofl:
The only thing I whined about was how tapping the key would have the ghost sliding a bit. I could not simply be pixel perfect with timing precision, I had to accommodate for my drag as well when dodging everything :joy: But it was a simply perfect game for me. No complains otherwise, 5 stars :grin:
Quite tricky to time the dodging of the relentless magic missiles. There were moments when the mage may cast a missile with his back turned (backwards-arc casting of missile, lol :smile_cat: )
Nice touch on establishing a context-wizards (patrol-mage, key-mage, etc..)
It is possible to dodge those magic-sentries (those "gargoyle magic-spit-fire"), by doing a carefully timed triangle wave maneuver (After number of fails, I decide to go for speed dodge-strats.)
There's some mild satisfaction to dodge-possess the painting even if the ghost is offset by a couple pixels, the only gripe is performing that 'chain-like' maneuver of multiple paintings.
Suggestions:
- Ability for ghost to possess the mage, Else: Mage may have a 'magic-shield'/'circle-of-protection' preventing ghost to possess [ghost get magi-bounced when near a mage].
- a Possess meter? (more meter = more control):
e.g. - traverse inside the painting-world or "spooky-rope" between the paintings or lamps)
e.g. - stronger meter = more physic influence on fallen-lamps [tweak angle, gravity, bounce-effect..]
- investigate that jarring 'level-refresh flicker' (whenever one respawns, a few frames of original positions of sprites are flickered on screen. Up to you on the remedy (transition, fade, PSR[Pause,Shift-Cam,Resume])
- A solution for after multiple fails (or find the sweet-spot of patience), that the level somewhat subtly changes (more lax projectiles, mages are bored/asleep/idling <- nice moment to add some 'small-talk', character-narratives or easter-eggs; and In turn have a player a bit of a break to bypass the challenging bits.. (this may be different through difficulty setting or have it subtly random)
The mood and theme kept me going (Soundtrack and Pixel art), despite loads of tension and progressive-frustration of the snappy timing of the hazards.
Nice touch on branching the levels (e.g. Exit vs. Mortuary)..
Kudos for using Godot! :dizzy:
Amazing graphics! Among the best of all the ghostly entries in this LD :smile:
Gameplay is very polished but a little to difficult for me (especially the multiple shooting heads).
As someone else pointed maybe a middle level respawn point is necessary for people like me lacking in dexterity :cry:
A very nice entry! Good job!
I loved the game it was super fun, you introduce the mechanics and then apply them all in one huge and relatively hard level where you also learn on the way that you can quit the lamp before it actually breaks (didnt know that xD)
Amazing graphics, animations, mood, fun, mechanics and level design, felt like a breath of fresh air to me!
Some kind of ending would be interesting to see, I was already invested in this small story lol
Keep on the good work.
I gave up in the last level (i think it is the last) but just i had tried too much lol.
Great job to the both of you! This was fantastic :grinning:
If you’d like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/494940957?t=1h20m14s
Hope you got some valuable feedback on your game and looking forward to seeing you next LD jam if I dont catch you before then! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin