I can definitely see the potential in the concept! I really like the ghost graphical elements you’ve designed. Obviously, you’ve said this is a bare bone concept of what you intend to finish so what I’m left wanting is likely what you intend to fix as you develop!
I envision being low on health after finishing an encounter and determining whether to take on an extra challenge so that I can earn more soul points to spend in the shop if and when I make it to one. It feels like a concept that could have satisfying risk/reward moments along with stressful moments of trying to hold on to the run for the next health or upgrade chance that would turn the game to my favor.
Excited to see how you develop this. I’ll follow to see where this goes in the future! Good luck.
You've pretty much got what I envisioned down in your review, so I'm glad that was effectively communicated in the prototype. I plan to keep working on this and making updates when I can.
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I can definitely see the potential in the concept! I really like the ghost graphical elements you’ve designed. Obviously, you’ve said this is a bare bone concept of what you intend to finish so what I’m left wanting is likely what you intend to fix as you develop!
I envision being low on health after finishing an encounter and determining whether to take on an extra challenge so that I can earn more soul points to spend in the shop if and when I make it to one. It feels like a concept that could have satisfying risk/reward moments along with stressful moments of trying to hold on to the run for the next health or upgrade chance that would turn the game to my favor.
Excited to see how you develop this. I’ll follow to see where this goes in the future! Good luck.
Aesthetics: 3/5 Gameplay: 4/5 Engagement: 3/5
Thanks for playing!
You've pretty much got what I envisioned down in your review, so I'm glad that was effectively communicated in the prototype. I plan to keep working on this and making updates when I can.