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Just finished this (and got all the ghosts) after purchasing on the catalog, and absolutely blown away by this. Perfect Playdate game. To piggyback on what kittenclanclan is saying, the controls are a big part of what make it so fun and what you can really only get on this console. Usually I'd slap the A button to fire, move my thumb and forefinger to the crank, and then jump back to the A button when I'd start to overcharge, but sometimes it was advantageous to grip it in an odd position where I could move the crank with my index finger and quickly hit the A button when needed, and in other situations I'd adjust the crank in advance and keep my thumb on the A button while strafing and barely cranking at all,  and each layout of enemies required different strategies. It's the kind of game where the simpler button layout just makes it so much better than say, a more "modern" game in which you could easily hit a trigger button to prevent overheating - that brief bit of tension when you often have to actually readjust your grip to hit the button, like you're operating a machine, is what makes it work so well (beyond, of course, just being a well designed game with fun enemies to fight).

The whole game was just pure fun, but if I had to pick a highlight, it would absolutely be the 6th mission. I'd play a whole game like this in that large scale, Resident Evil-style design!

Also, huge credit to the incredibly crisp visuals which take full advantage of the 1-bit high contrast screen, and the catchy music and satisfying sound effects that hit just the right tone. You all really nailed it on all fronts here, so I just had to drop you a quick thanks here. I know Playdate is more about indie creativity than major profit generation, but know I'd buy a sequel the second it comes out (or whatever else you come out with, for that matter). Thanks again!

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Such lovely words. Thank you so much.

I feel really validated that you've outlined a lot of the things I spent time thinking about and working on to try and get them right.

It sounds like you used the default control scheme where the aim is directly tied to the angle of the crank. I believe this is the best control scheme because, as you pointed out, it lets you aim the blaster before you start firing.

Anyway, it's hearing great feedback from people like you that is the real reward for making games. So thank you very much.

You're welcome! Yep - I actually expected the alt-controls to be how the game would control to begin with (I tested them for a few seconds just to confirm while I was playing through). Options are good but I agree that the default scheme is more thought out for the hardware and, I think, more fun. I really liked running around (without the blaster out) while twiddling the crank to get it in firing position - the controls themselves generate tension in a new way. It's really not the kind of feeling you can replicate with an analog stick, yet it's still intuitive after a bit of practice. You definitely nailed it man, great work. 

wow! i just played the catalogue version of this and had a great time. it's got a highly considered tautness i find lacking in many other playdate action games.  managed to clear without a single death on my very first attempt - which felt adequately challenging and with a delightful tension. this hits so many sensibilities about compact, classic action that i adore. i would love to see more from you all that pushes further into some truly manic challenge :D i also passed off to a friend (who had a couple deaths, but also cleared it in a thoroughly engaged session) who would likewise love to see more like this.

i should also say - the way i gripped this game was unique among the many playdate games i've tried. i kept my right thumb over the 'a' button while hooking my index finger over the crank. found i could play this very well both with and without a wingman grip (where with many crank action games, i prefer with the wingman). kinda made my index finger a little sore, but it felt like a truly unique and very fun experience to aim through a game this way, especially in tight quarters where you realize how exceptionally discrete the aiming is. i feel it really scratches an itch i'd wanted to see implemented *like* in 'core fault' but still different than, say, 'angel pop'. 


it's with games with conventions like these that i really want to get more people into the playdate. such a fun experience!

Wow! I have no words!! thank you so much for this lines! Getting this kind of feedback is really encouraging! We're working on a few new levels for Spooky and a couple of surprises for the Playdate in the future ;)

Great artwork, great theme, great references. It’s a little tricky playing a twin stick shooter on a device with no sticks, but it’s well worth the purchase. 

Thank you so much!!! Glad you enjoyed it!! 

The best Playdate game I've played yet. What an accomplishment. Don't want it to end!

Thank you so much! this is beyond all we could expect and dream! 

A brilliant game in every aspect, one of the best on Playdate. I hope more levels are added in the future, or a random level generator—it's so good that it feels too short, a true marvel.

Wow, high praise. Thank you so much.

The levels take a long time to make, so I wasn't able to include too many. But at some point, I would like to add some more.

Thanks again for buying and enjoying our game.

Wow! Thank you so much for your kind words! We discussed the possibility of add new levels on a future version (among other goodies) and I'm happy to confirm that I'm working on the extra content right now!

that is incredible to hear. I am just waiting for you guys to get on the game catalog at play.date :D

It's only a few weeks ahead! Stay tuned!

WoW! That is magnificent to hear. It really deserves a spot on the catalog! Glad I will buy it when it lands there. Maybe we get even more content with it or down the line. Thanks for making it a possibility!

We're planning to add more content in the future for sure but first we need to get the main game released on the yellow store. Keep your blaster ready!

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We’re excited to announce that we’ve added a new optional aim-and-shoot system to the game mechanics!
Some of you asked for it, and we’re thrilled to meet your requests.
Just press the menu button on your Paydate to activate or deactivate the alt aim mode.

l

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This looks great!  Are you planning to submit this to the Catalog? (which makes updating it easier)

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Thank you.

 It has already been submitted.

We are waiting for Panic to let us know if it will be added.

I understand if you prefer to wait for it to arrive there.

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Fantastic game. I love the retro feeling and it’s the Ghost Busters game I wanted for the NES.

As much as I wanted to love this game more, I have a few issues with it:

Two issues with the controls. First, I wish we can get a second mode for controls. A control mode where the ray gun blast is controlled by your direction rather than the crank. So no crank control at all.

Second, the crank controls can be improved. I would also make it so that when you press A to start the ray gun, the ray blasts the same way as you are facing. Rather than blasting where the direction the crank is. It’s very disorienting and it takes awhile to get used to it.

Also wanted to mention that I was playing this game and my wife overheard and asked me if I’m playing a game about throwing up. And I agree the death SFX sound bad, could that also be changed?

Overall great game. Looking forward for more games from you guys.

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Hi,

Thank you for buying our game. And thanks for taking the time to give us your feedback.

Regarding the controls, 

This game is a twin-stick shooter. Dodging enemy attacks while also shooting back at them is a key feature of the genre. Any twin-stick shooter would be impossible to play if you could only attack by walking directly at enemies.

And for having the blaster begin firing in the direction you are facing when you turn it on; I believe this would also be a bad idea. The direction the blaster fires is tied directly to the direction of the crank. If the crank is pointing up, the blaster fires upwards (relative to the screen). If the relationship between the direction of the crank and the direction of the blaster was different every time you used it, I think the game would become virtually unplayable. Imagine if there was a twin-stick shooter on a console with analog sticks, and every time you tried shooting, the aiming stick's direction was changed relative to the direction you were moving when you started firing. I don't think it would work.

I'm sorry not to be receptive to your ideas, but sometimes you have to (twin-) stick to your guns.

If there are any other players reading this who have any thoughts on this topic, I would love to hear them. If more people feel the same way, then I will have to reconsider.

Obviously, I am extremely biased, but I believe the controls in the game are actually really great, and are what makes the game fun.


Regarding the sound effect.

There is a sound that sounds similar to vomiting (more of a burp though really). But that's for one of the enemy's attacks.

Is it one of the sounds for when ghosts die that you are referring to, or one of the player characters getting hurt?

Thanks again for taking the time to share your thoughts. I do appreciate it.

Hello again,

After further consideration, I think we are going to add an alternative aiming mode.

When fired, the blaster will aim in the direction the player is facing. And then the crank will move the blaster relative to that starting point.

This will be an optional, alternative firing mode that users can choose to activate.

I think I should be able to have this ready some time next week.

Amazing, thanks Rob, I think that having both options for the control scheme will be fantastic! 

Hi,

I have just released an update to the game that adds the new aiming style that you requested.

I hope you like it.

Thanks.

Awesome! That was fast! I will try it out later today.

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Hello! 😊Are you planning to create new levels?

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Hi,

It's certainly a possibility.

I want to see what players think of the game, and use that information to guide any future updates.

If extra levels are what people want, then I'll try and add a couple of new ones at some point.

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After just a few hours online, we are very happy to see that many Playdate users have already purchased their copy. This fills us with excitement to keep creating additional surprises for Spooky Squad! and new titles for this amazing console! Thank you all very much!

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The game is live.

Please let me know what you think.