Week 8: Production sprint 2


Hello there!

This week was the last week of our second production sprint. After this one, our game will be feature-complete (including the bugs :D). Last week we received valuable feedback about the difficulty of out game. 2 weeks ago the game was way too easy and last week it was too punishing for beginning players.

First we added a delay on the sucking of the ghosthunter. This delay will decease over time, but in the beginning there is still a change to escape. We also brought back the ability to escape the hunters by becoming invisible, because is wasn't very intuitive.


We added a score multiplier to encourage players to scare as many npc's as fast as possible. The ghosthunter can now also be scared. This is a very riskt move, but a very rewarding one, it almost fills the multiplier to 4x. Some tweaking was done to the NPC scoring: scaring an NPC from behind will result in a better score.


Player feedback was also lacking last week, so we added a zoom effect and special shockwave effect when you scare npc's to make it feel more fulfilling. The NPC tears and icons  and ghosthunter icons are now implemented and the old slider was removed. Our ghost also received a smoke particle effect when going (in)visible.


Until now the level had a black border around it, but we made it look more like a spooky hotel by adding walls and fog.


We also changed the hud to it's final form.


We also worked on the main and name input ui and added a nice welcome message. ^^


We also made changes to the difficulty and fixed a lot of minor issues.

There are also now some much needed props to make the hotel feel like a hotel.


And finally our NPCs are ready to get a move on. Their animations are ready to be used so look forward to seeing them in game soon!


...

Ghost pun of the week:

Why does a ghost never ask anyone for help?

They don't want to boother them.

Files

Boo-Ya!-p2.3.zip 25 MB
Apr 26, 2021

Get BOO-YA!

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