Ghosting the Party by Fer Gueler
Try to leave a horrible party while maintaining your sanity.



This replayable game mixes varied conversations with challenging yet fun runner-like minigames. Try to get out of the party as the ghost, while enjoying the amazing art and chilling mood. Once done, be sure to try different dialogue routes (hint: you can skip some runs!).
Keep in check your mental stability while exploring the different options, and jump and dash to the exit!
Controls:
- Jump (Z)
- Dash (X)
- Next (Z)
- Select option (1, 2, 3 -or- Z, X, C)
Credits:
Art: Dre Otero
Code: Fer Gueler
Story: Manuel Burrell
Creative Commons Music by Jason Shaw on Audionautix.com
Changelog: - Changed a line of text that was misplaced from an old iteration (05/10/2021)
| Link | https://arcacrema.itch.io/ghosting-the-party |
| Link | https://arcacrema.itch.io/ghosting-the-party |
| Original URL | https://ldjam.com/events/ludum-dare/49/ghosting-the-party |
Ratings
| Overall | 625th | 3.618⭐ | 40🧑⚖️ |
| Fun | 918th | 3.263⭐ | 40🧑⚖️ |
| Innovation | 868th | 3.197⭐ | 40🧑⚖️ |
| Theme | 1233th | 2.961⭐ | 40🧑⚖️ |
| Graphics | 63th | 4.538⭐ | 41🧑⚖️ |
| Humor | 431th | 3.432⭐ | 39🧑⚖️ |
| Mood | 239th | 3.908⭐ | 40🧑⚖️ |
| Given | 67🗳️ | 26🗨️ |
Awesome job well done guys it's a cool little game :)
The minigames can get a bit difficult, but seriously, the art is just amazing.
This is really cool combination of art, story and the jumping game.
Edit: Generally having the directions show as you run over the obstacle it references is a great way of doing this. Like having "Use X to dash in the air over longer obstacles" over a long portion or something haha.
The art is really good. It feels so clean! I wish there would be a bit more feedback/audio queues when reading through the conversations. I felt like sometimes, the dialogue was getting a little length, but that can easily be countered by providing some sort of audio effects in the background, just to keep the readers engaged.
Great work nonetheless!
little issues with the pause menu, not really a pause but a return to main menu, I had to redo the first and second level because of that but it's a detail
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The art-style is clean and consistent. I especially like the running animation of the ghost.
I also like that you had different dialogue-options to choose from, even though it didn't seem to matter what you say? (It would always be good to add at least one line worth of extra-dialogue to different replies!)
I think the intro would need some establishing shots in the beginning. The presentation feels a bit flat since you only see the ghost-character by himself, and you instantly jump into action. You could sell the illusion of being in a big party better if the player would get a glimpse of the environment, or some party-folk mingling around. Some proper background-ambience would also help.
And when it comes to gameplay, I find the running-segment frustratingly hard. I'm still yet to pass the second phase. Those mid-air dashes are just too hard to pull off, so I'd go and tweak those hitboxes!
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But yeah, I like what you were going for here. My own life-long ambition is to create a proper combination of storytelling and gameplay where these two elements hang in balance ( the opposite of **Unstable!** )
I can say from experience that it's far from easy!
Keep on JAMMING!
The gameplay did seem like it came secondary and the dialogue primary, as it was a bit too difficult while the dialogue and characters looks amazing. I think I almost reached level 3 but some jumps were very difficult.
The character itself was very charming, I loved seeing the little ghost run, so even though it was a bit difficult the game was definitely charming and well set up!
Glad you liked it even so!
@jvdwijk I appreciate you liking the lil gosthie run. I hope you enjoyed it even if it turned out too difficult in the end!
The running sequences are devilishly hard, but the gas-powered ghost :wink: is just adorable enough to keep me running. Still, it's too hard. Feels like some levels require you to try and try until you know them by heart and remember exactly what is coming. Some players might enjoy that, I never liked this kind of "repeat it till you can recite it in your sleep" approach.
The story parts are well-written, totally enjoyed that part!
I do echo the same difficulty issues that others experienced. I typically feel I'm pretty good at auto-runners but found the jump arcs so hard to discern. Though I can't exactly determine why. It could be because the arc is so high that there's just more room for error.
I think this could be solved for by having a variable jump rather than a static arc. Allowing the player to take tiny jumps when just clicking the jump button, and taller jumps when holding. It would give players a chance to realize they misjudged their initial jump and try again closer to the obstacle and make things feel more fair.
Great work!
I do echo the same difficulty issues that others experienced. I typically feel I'm pretty good at auto-runners but found the jump arcs so hard to discern. Though I can't exactly determine why. It could be because the arc is so high that there's just more room for error.
I think this could be solved for by having a variable jump rather than a static arc. Allowing the player to take tiny jumps when just clicking the jump button, and taller jumps when holding. It would give players a chance to realize they misjudged their initial jump and try again closer to the obstacle and make things feel more fair.
Great work!
The concept is interesting.
Good job on developing this game!