Post-jam general improvements and plans


General improvements after the jam

Greetings, fellow squash masters! I'm here to announce that the squashing, mastering, and spooking will still be going strong after the jam. This project won't be dropped.

I've recently updated the game with some small improvements and fixes. I haven't changed the level design much, so there is still a large difficulty spike. That will be solved in a later update.

Here's a list of what is changed:

  • You can full screen the game now! Revolutionary, I know. I originally didn't allow for this because Godot wasn't scaling my game the way on wanted on any of the default settings, but some people said it was too small on their screens. I ended up using a solution that involves putting the entire game in a subviewport and created custom borders to keep the aspect ratio while avoiding black bars.
  • Bats used to desync when you hit them, because they would stop for a short moment when they collide with you, interfering with the path they follow. This made repeated deaths make the platforming unintentionally harder. They will now move right through you and maintain their intended path, which prevents this from happening.
  • The parallax background now moves half as fast. Some people said they got motion sickness from how high it was turned up, so I turned it way down.
  • Some platforms were added to the large drop section near the end. I didn't like this part of the level originally because whether or not you get hit by a bat on the way down is just random, so I updated it to make it more of a skill-based rather than luck-based challenge.
  • The hit boxes are slightly smaller for both the bats and the ghost form of the player. It doesn't reduce the difficulty much, but it's a bit less punishing.

And that's it for now!

In the future, I plan to expand the game with more levels, as well as move some of the harder sections of the current level into later levels in order to smooth out the difficulty curve. I also plan to add more enemies and obstacles and, maybe more importantly, different types of pumpkins the ghost can possess. Some ideas I have are a vine pumpkin that can swing from hooks, a statue pumpkin that can push down pressure plates, a battle pumpkin that can punch things, and a scarecrow that does... well, I'm not sure yet. It should be a fun way of expanding the game mechanics!

Stay tuned!

Files

GhostInTheSquash-Web.zip Play in browser
3 hours ago
GhostInTheSquash-Windows.zip 36 MB
3 hours ago
GhostInTheSquash-Linux.zip 29 MB
3 hours ago
GhostInTheSquash-macOS.zip 64 MB
3 hours ago

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