Разработчик: Borrowed Light Studios
Описание
Something paranormal has been sweeping through the town of Weirdwood. Dust off your gear and head into the ever-changing haunted tower to return with the Mask of Okeem! Capture ghosts, search for hidden totems, and find powerful new items. Spectro is a ghost hunting VR action roguelike with free movement, spell dodging, and endless replayability.
Features
- Bust ghosts
Some channel energy, some throw bombs, others shoot lasers out of their eyes - they all want to get you! - Random level generation
A unique layout every time, with new loot, ghosts, and challenges to overcome. - Upgrade your gear
Open chests, find power ups, save up your coins to buy new gear. - VR from the ground up
Designed with virtual reality in mind from the beginning. Mechanics that are optimized for hand presence including ducking, dodging, bomb bouncing, and more. - Locomotion choice
Free-movement, teleport, and other options to customize your experience for comfort and immersion. - Relic challenges
Find collectables and totems that trigger object challenges. Careful not to let a ghost see you or you may have to run!
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7+
- Processor: 2.2 Ghz Dual Core
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 970 or equivalent
- DirectX: Version 11
- Storage: 1 GB available space
- VR Support: SteamVR
Отзывы пользователей
There's a lot of things I like about this game but there's also a lot that I don't like about it so I would recommend you buy it on sale if you want to try it. Visually I absolutely love it but what looks like a game that is made for little kids and would be easy is actually very hard and it gets real frustrating real quick. Supposedly you can get some kind of upgrades or a better gun or something but I just cannot see how it's an easy thing to do. Really I just want to have fun going around getting ghosts but it's actually quite difficult. Not even an hour into the game I have a headache and I'm annoyed. You're probably wondering why I even bother to give it a thumb up but it's because I really do love the graphics and I like the game I just think they made it too hard. Hopefully they will add an easy setting.
Spectro is a cool game that needed just a little more love, a little more polish and a little more content, but, the Second it was out of early access, it was completely abandoned and has had ZERO content or bug fix updates at all. Cant recommend anyone spend their cash on something that's been dead for years. Spectro could have continued to grow, and migrated to other VR systems at this point, and the Devs would have seen a much bigger return on their investment made to develop the game, but, left it dead where it was long long ago.
Looks cool and the idea it's great overall, but it keeps bugging in some way or another. First, I couldn't move at all, then I could open the inventory. It's annoying, especially since you lose your progress and have to restart each time.
I was on the eleventh floor but took days and days to get there. There are a few bugs in it. like getting keys with no chest, all ghost come out at once, restart and there isn't a candle, but I do like the game the rooms change everytime you restart which is pretty cool. I'm on it till the batteries run down.
Spectro - Time to bust some ghost
Spectro is a built from the ground up VR ghost busting game. Busting ghost, never felt so good.
The game has you exploring a procedural generated haunted tower, working your way to the top to get the Mask of Okeem. The ever changing environment has an amazing cartoony art style to it, with everything in it feeling to scale. You will be drawn into its VR world and feel right at home, if your home is haunted.
During your exploration of the haunted tower, you will be busting ghosts of all sorts, collecting coins, finding hidden items, discovering secret rooms and much more. You will need your flashlight and search everywhere, you never know where an item maybe.
As you move through the floor of the tower, you will find better ghost busting equipment, upgrades for the equipment and extra life. if you get over taken by the ghosts and die, you will lose it all and start back on floor one. Well almost everything.
You get to keep the coins you collected and the number of ghost you busted will be added to your containment unit. With the coins you get, you spend them in the store. You can buy back all the new gear you found and start the game fresh with it.
The game really gave me Luigi's Mansion vibes, it has the same charm but in VR. Exploring the haunted tower and searching each floor just feels good, the world is well created. The fighting ghost and trapping them is just amazing in VR, and makes you feel like a Ghost Buster.
If you are looking for a fun charming ghost buster game, look no further. Spectro does everything right and in VR. Get your ghost fighting gear on and dive into a great VR experience.
Watch my preview here;
https://youtu.be/2rbYdDlVgMA
This game surprised me. With the premise, it's like Luigi's Mansion and Ghostbusters had a baby, and this is what came out. AND IT'S FUN. I've loved playing this game, to see how far I can get. BUT, there are some beefs I have with this game. 1. Why on earth do I lose all my progress after dying? I've restarted I don't know how many times, because of the amount of times I've died. I guess this does make the game difficult to an extent, but that just makes it annoying, in my opinion. 2. Sometimes the auto generated levels can be bugged. So far, it's only happened to me once, but there will be times, where you can't progress, because a key for a certain door just doesn't spawn. And that makes finishing the floor borderline impossible.
All in all though, I still do really enjoy this game, and totally recommend it to Luigi's Mansion and Ghostbusters Fans alike!
Pros:
- It feels like you are in a cartoon. Very simple graphics, but they look amazing.
- It's fun.
Cons:
- The only movement option I could get to work is full smooth locomotion (walking like in a regular FPS). There is an option for dash and teleport movement in the menu, but they don't seem to work. So, for me, this means that I get motion sick after about 10 minutes of play.
This is a rogue-like ghost-busting game. You start each run with very low powered equipment and as you clear each floor in the tower you get powered up tools to help you progress. The graphic style is very colourful and cute and the game play is pretty fun. My main two gripes are with the controls and progression.
Firstly the controls: There is no "movement follows hand" movement option, which for a game about constantly looking around you to work out where ghosts are going to jump out from is absolutely baffling. The one two options I could find where "Movement follow head - on" which works as expected, and "Movement follows head - off" which is exactly the same except that the direction of travel becomes locked as soon as you start moving, which can be really quite disorienting. Given how often "Movement follows hand" is requested by VR players, I have no clue how a game could have been been released without the option, and definitely not why it hasn't been added post release. It's a real shame as I find head-based movement to be really awkward and the weird locked version is just a pain to control.
Secondly, so far there seems to be no progress beyond "get good". As you improve you naturally discover more of the game, but it would have been nice if there was some kind of progression or reward for reaching certain milestones. "In Death" does this wonderfully in that, as you play you slowly add more elements and more challenge into the world which means that as you get better, the game also starts off giving you more of a challenge from the start. Without this it really feels like you play for a while, die and have achieved nothing for your time. You may have gotten a bit better, but unless I've got the time to keep playing (which I don't right now) I'm also going to get worse for taking a break, which does leave me feeling like this is a game which doesn't really respect my time. If I'm not great I'm going to die and achieve nothing. If I get good I'm still going to have to repeatedly play though the easy levels to get to the "fun" bit.
Overall it's a really interesting game and I think it's worth a try to see if you get on with it. It's certainly well put together. I hope to spend more time with it but I could equally see myself not going back to it because the time/reward ratio seems a little on the stingy side, especially when the lack of standard control options makes the game feel so much more clunky than it should.
Spectro is a fun, aesthetically cohesive first person ghost hunting roguelike. The style is so great and makes it fun to start, before you get sucked in like an addlepated apparition. I love it.
Some may say Spectro draws obvious inspiration from Ghosts Buster, Louigi's Manse, and other really great games and films. They are right and a big part of what makes Spectro awesome is how it elevates a lot of eternal concepts. It's super fun to wander around a haunted mansion with a flashlight.
Is Spectro perfect? Nope, tis hard in the middle and I have no idea what the second half of the tower is like yet. Some of the coins and gun progression stuff is iffy, too, but doesn't hold you back. Spectro's graphics are perfect with some moments of genuinely scary spooks chasing me down a hall. The game is stable on OG Vive and epic on the Samsung Odd+ OLED HMD; Did I mention the VR immersion is superb in Spectro?
Problem In A Nut-shell:
In its current state, Spectro VR is NOT a rogue-like game. Unlike a properly structured rogue-like game… winning here isn’t a function of effective skill and resource management. Instead, it’s an act of pure chance. It’s basically a slot machine with extra steps.
Later stages REQUIRE a weapon that can make short, quick work of each ghost… AND handle more than 2 ghosts at a time before needing a refuel.
For that, you need at LEAST a weapon with 4's in power, speed, and capacity. After that, you’ll need ‘heart upgrades’ and ‘health potions’ out the wazoo… why?
Because Mob Spawns at later stages throw out an impossible barrage of projectiles in close quarters. There is no dodging that mess. You WILL be eating their attacks. You need Hearts and Health to weather the attacks.
You NEED a stronger gun, heart upgrades (and potions) for the tougher mobs. If you do NOT get these items early on, you will NOT win later. You are MATHEMATICALLY GUARANTEED to die without them.
It’s that simple. You absolutely CANNOT win without these items.
Buying Items:
Standing between YOU, and getting these items CONSISTENTLY… are ‘Spirit Shard’ Stores. These are secret supply spots. They readily stock all the items you NEED to survive (for a price). Fair enough…
…Except the stores do NOT accept gold coins. You know, gold coins? Those things you’ve been vacuuming up ALL NIGHT (apart from ghosts)?
Instead, they only accept ‘Spirit Shards’. But the ways to earn any actual shards are SUPER-RARE, with low pay-out.
You see the problem yet?
Imagine how infuriating it is to see items you NEED… FOR PROGRESSION… hovering directly in front of your face… in a store… with NO WAY to obtain these items, despite a sack full of coins on your person.
Why? Because of an ‘arbitrary decision’ to make gold a currency the store can’t honor!
There isn’t even a way to convert gold into shards for when you’re in a pinch!
They give you an ANNOYING ABUNDANCE of these ‘Spirit Shard’ Stores to find…but without sufficient opportunities to earn currency the store accepts…you are FORCED to abandon items you absolutely NEED.
If you can't BUY these things, your only recourse is to ‘HOPE’… Hope that you find PROGRESSION NECESSARY ITEMS in a treasure chest(s) somewhere. Good luck with that!
Finding Items:
After dozens of playthroughs… I was only ever able to find the items I needed… ‘in-the-wild’… just ONCE! Skill and resource management had NOTHING to do with it.
I was just LUCKY. Every chest I found in the first 3 floors gave me an item I needed:
• I got 2 heart upgrades IN A ROW, in one level!
• I had multiple AWESOME gun spawns. ACTUAL trade-ups (not just ‘comparables’ or ‘downgrades’). And I got them EARLY ON.
• That run-through had an UNUSUALLY HIGH number of challenges to earn Spirit Shards from.
• I had stores that frequently stocked weapon upgrades and large health potions.
• I had LOADS of locked doors on the later floors… allowing me to ‘control’ and ‘pace-out’ the introduction of Mob Spawns.
Pure chance handed me EVERYTHING I NEEDED TO WIN on a silver platter. To be clear, this is NOT the norm! Again, this was after DOZENS of playthroughs.
Most of the time, you’ll be forced to proceed to the next level… ill-equipped… and promptly die. These conditions almost NEVER happen on their own, let alone ALL AT ONCE!
Look, I don't mind a game that deals you a 'tough' hand, but this is different. Most of the time, I can't get stuff I need for the game to function in a balanced, playable manner.
Your starting gun is extremely slow and underpowered. Mob spawns soon happen at a rate and number that far out-pace your default weapon's capabilities. So, what happens if:
1. You CANNOT upgrade your weapon/health.
2. Swarms spawn in levels with almost ZERO candles?
You're screwed, that's what! There you are… still armed with your base weapon at Floor 5… fighting 4-5 ghosts at a time…
…Your base weapon handles only 1-2 ghosts at a time before crapping out. You WILL run out of juice. You WILL need a candle.
You’ll trap 2 ghosts, then run around the level, desperately searching for a candle… ANY candle… (activating more mobs along the way). You’ll find ZERO candles. Finally, you’ll get swamped and die in a dead end by a firing squad of ghosts trailing behind you.
Die. Rinse. Lather. Repeat.
• Every playthrough gave me an abundance of Shard Stores and no way to earn Spirit Shards.
• Every playthrough gave me weapons comparable to my base weapon, or lower.
• Every playthrough spawned ZERO heart upgrades.
• Every playthrough had me dying the SAME way.
Most of my playthroughs had me reaching Stages 5 without finding a single usable upgrade... And then dying when they introduce you to Mob Spawns… with almost ZERO candles.
Back To That GD Lobby:
You’re going to die… A LOT. You’re going to go back to that lobby… A LOT. You’re going to spin 180 just to start your game… A LOT. You’re going to walk the SAME paths (within that room) to access individual UI functions… A LOT.
Whether it’s starting a game… Buying a start-up mod from the computer… Or offloading your ghostly haul for the day… All of these are separated by walking and spinning the SAME WAYS. Every. Single. Damn. Time.
See how that *might* get old?
As much as I like the ‘environmental theme’ of the lobby… I’m a MUCH bigger fan of lobby/menu structures that let me QUICKLY set-up the parameters of the game I’m about to play… Ideally, you want to eliminate as much repetition as possible after dozens of playthroughs: Just click… click… START!
How Can You Fix This Game?
The chest pay-outs need to be tweaked - Health potions of varying sizes should just ‘spawn naturally’ in the game world… NOT in chests. This will increase my chances of finding items in chests I actually NEED to progress (hearts/guns/upgrades).
There are NOT enough ways to earn Spirit Shards - I like a ‘challenge’… but once in a while throw me a fricking bone, eh? The ‘obvious fix’? Give me more Statue Challenges. They’re far too rare, and payouts are too small.
The second ‘obvious fix’ is to just let me retain Shards for other playthroughs (at a strict cap). The less obvious fixes for Spirit Shards? Try these on for size:
• A Ghost Type that drops a Spirit Shard or two on occasion.
• Make chests/suitcases have a small chance of giving you a ‘varying pile’ of Spirit Shards.
• Allow me to convert coins to Spirit Shards in a pinch, at a ‘per-playthrough’ conversion cap.
• Raise the coin cap… make the raises a permanent upgrade, based on ‘highest floor reached’.
You could keep the current lobby - But move my Player Spawn Point… so all the available lobby UI functions are in FULL VIEW to me. Then increase my effective cursor distance to make these reachable from across the room.
Or…
Change the lobby environment - So all functions are right there, DIRECTLY IN FRONT OF ME. Maybe I spawn at a desk facing the door, within ‘arms-reach’ to the wall panel?
If you keep the Lobby Computer Store items ‘single use’ - increase/remove the gold cap. Don’t make further coin collecting (past 999) a pointless activity. Reward it!
If you make Lobby Computer Store items a ‘permanent upgrade’ - add an option toggle that lets us play the game at ‘default settings’.
Game-Breaking Bugs/Glitches:
***WARNING: The Save State System Is EXTREMELY Broken***
Exiting to Main Menu (NOT to Desktop) saves your game consistently – But there’s a caveat… you have to do it IMMEDIATELY after reaching the next floor. You can’t do ANYTHING to the level… don’t even open a door.
Doing so WILL corrupt your save upon exit – The next time you load up… doors are 100% unresponsive… ghosts half in floor. Stairs, or exiting to Main Menu (or Desktop) break the game entirely.
Exiting to Desktop from the pause menu WILL break your save
Disappointing. The initially charming presentation only temporarily masks the barren set of hallways whose rooms contain nothing more than specks of the meaningless pre-run currency. Spectro attempts to offset its mundanity by later supplying dense groups of copy-pasted enemies as a replacement for depth. Dully pointing your feeble can of silly-string at each bumbling ghost is a process that even VR can’t invigorate.
Spectro does itself a disservice by attempting to be a rogue-lite. The steam achievements reveal the minuscule number of players who cared enough to make it past floor ten. What's the point of generating content when it does nothing to enhance gameplay variety or extend player retention? A handful of curated levels with balanced pacing would've been far more compelling.
Really great little hidden VR gem! I'm honestly surprise I don't see this game talked about more often. It's not the prettiest game, but the art direction is consistent and is easy on the eyes. Not to mention it runs smooth and that's what really counts.
If you're a rouge-like veteran, it may not blow you away. The progression is definitely there but modifiers and items are somewhat lacking compared to something like Binding of Issac. That being said, this game continues to receive updates and I wouldn't be surprised to see more complexity in the future. It's also possible I just haven't progressed far enough to see the gameplay evolve further.
At the very least, you'll be getting a fun, casual rouge-like with a neat thematic twist and that fits perfectly with VR.
I love so much that this isn't scary at all, because I love spoopy genre stuff but hate jumpscares and frightening lighting etc. So much fun.
I wanna start this review by saying that this is my favorite VR rougelite to date. I've played a lot of great rougelites in my day and this is the only one for VR That really sells it for me. The fact that this game isn't fully done yet is almost totally unnoticeable if I didn't read the patch notes. On top of already being a pretty solid game, the cute-but-scary and Luigi's Mansion-esk vibe that I get here is just immaculate and very charming. Environments feel like they have a "spooky" aesthetic without being a rougelite horror game and I wouldn't have it any other way. The menu's are relatively intuitive and snappy, all the SFX feel appropriate and great, the gameplay is addictive while still feeling relatively new with each playthrough. Also, for those of you more inclined to play seated, the game will automatically adjust the level to your height when you pass through any loading screen :) so you can play in your epic gamer chair B). If you have the money, SPEND IT ON THIS GAME and support the awesome work of the developers! I'm excited to see more from this studio in the future!
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Now, if I may, i'd like to offer some suggestions and constructive criticism for the developers (assuming that they see this). You can stop reading now if you're uninterested in. This game, as lovely and fun as it is, is an INSANELY steep hill to climb. Upon starting a new run, items in the pre-game computer shop cost SO much in my opinion and really only lend themselves to be used on maybe 1 or 2 items at a time in a single non-coin-grinding playthrough. And believe me, you NEED that boost. This also leads into my next issue is that the RNG can be brutal. I've died many many times simply because I was never given any totem trials on earlier levels in order to get the shards needed for any sort of weapon upgrade later on and wound up on floor 7 or 8 with an un-upgraded starter blaster. I think a way of fixing this at least somewhat may be to remove potions from the chests "loot pool" of items along with also lowering the average shard cost of items in hidden bookcase rooms. Another thing is BOMB GHOSTS. They are chaotic beings of utter destruction. Most of my runs only induce panic or stress because of these nightmarish creatures. The bombs' splash hit radius is pretty hard to see at a glance and also does a wildly inconsistent amount of damage while also hitting through walls and doors most of the time. They wouldn't be as much of an issue if it weren't for the SWARMS of them at later levels. I've been been stuck in one room continually closing the door and cowering just because doors would keep opening on their own on the level making huge clumps of 5 or 6 in one room (not to mention other ghosts). The solution would be to dispatch of them earlier on before it gets hectic but that leads back into my other point about how brutal the RNG can be not getting any items that make you stronger in order to clear rooms swiftly. Also, I haven't seen matches in order to light candles at all until I saw them in the shop. If they're only shop exclusive I'd be very sad because it can be quite rough exploring 3+ rooms and still only having one candle for the floor. Enough balance issues, now I'll just describe stuff that I think would be great to see in the final release. First off, MORE USES FOR THE FLASHLIGHT! It feels like just an aesthetic thing to have rather than a tool that services gameplay because it has no real function other than to illuminate scenes. The issue is that all the interactable items in the room are visible without it being turned on at all. If there was a use such as objects that only appear when you have your light on them (secret items or doors) which would make exploration more rewarding. Or possibly way to stun ghosts or increase crit chance with it pointed toward them would be awesome and make combat more diverse. Also, If development hasn't already begun on this aspect, maybe more distinct noises for different types of vaccuums? I think it could add a bit more personality and life to the game feel and sort of give a sense of progression (like hearing the power in a later game vaccuums' sound as opposed to the starter one.).
If you, Dearest developer or curious patron have read this far, I hope you'll consider and value my critiques of the game thus far. I'd love to see it grow and develop in future updates. I very much enjoy this game and I look forward to the many more hours I'll spend attempting to save Weirdwood!
Very enjoyable game!
Reminds me a lot of Luigi's Mansion with the art style and I can definitely see myself coming back to it day after day!
I do wish if possible they would make some things where you can interact with them with your hands. Pressing a button kind of gets repetitive, it kind of stood out to me after 30 minutes of playing. It's a VR game players are going to want to be able to interact with some things without having to press A. Being able to knock things off of shelves and things like that would also be nice!
I hope a few mini-bosses get added and some more types of ghosts, but currently I believe it's worth the price!
What an utterly charming game.
Initial Impressions (i7-8700, 16GB RAM, GTX 1070Ti)
A rogue-like Luigi's Mansion/Ghostbusters come to life in VR (so get ready for multiple comparisons).
Pros
- A simple graphical style that nicely evokes the spirit of Luigi's Mansion.
- Relatively simple control, with wonderful configuration options for those that enjoy smooth locomotion/turning like myself.
- Capturing ghost was great fun, but then I was wishing I had a proton pack from Ghostbusters, where with two hands I had to struggle to capture the ghost (the way it is now is not bad at all).
- Because of the rogue-like nature of the game, there is enough random levels generated to where it feels familiar, yet different enough in layout.
- Overall gameplay has some suspense to it, but nothing scary so far.
Cons
- The level design seems purposely claustrophobic, almost like you are playing inside of a cartoon-like doll house. This is not necessarily a bad thing, as it is notably different from most other games whose level design often make you feel like each room is a 1/4 acre in size, but I wound up occasionally wishing for some larger-sized play areas.
- Although the controls are largely spot on, I found occasions where I thought I was pressing forward on the joystick, but instead was going diagonally. This is likely 'operator error', but it happens enoughto make me say 'hhmmmm....'.
- Everything is laid out nicely to where I just have to stand in place, but I wouldn't mind special rewards being offered to players who would physically crouch down to search a lower shelf in detail, or perhaps lookunder a bed.
I haven;t played through enough of the game to have gotten the Mask yet, but am enjoying what I have played so far. This is a cute and charming game that is fun to play.
Although I can see obvious improvements to the game I can not help but love it. The charm oozes from it and even as a grown adult there was one or two moments that actually got my heart beating a bit. I can't help but give this game another go when I die. Gameplay is easy to learn and pretty simple. Runs like a charm with a smooth FPS even on my mid end system.
This game is off to a flying start by being one of the rare cases of an early access game coming onto steam, and already having enough content for me to feel like I am getting my moneys worth. Everything from the graphics to the mechanics of this game feel like it was made with love and care put into it.
My concern at first was that the game was going to be too easy after blazing through the first 3 levels, but I was quickly proven wrong as more and more ghost types appeared and started really putting the pressure on.
If you like the idea of a Binding of Issac style Rouge-like in a very Luigi's Mansion style skin. And even a bit of escape room-esc object hunting; all in the glory of virtual reality, then be sure to pick this one up because the developers have already proven themselves worthy of the support, and I hope this game really takes off in the coming future.
Frankly I never write reviews anymore, but I like this game so much I want to help bring enough reviews to give this a good score on steam!
P.S if you want the flashlight to be actually useful, be sure to turn the brightness down to -0.5
I've never played Luigi's Mansion but I've fallen in love with Spectro! The vibrancy and trippiness of the art style draws you in and makes you want to keep exploring. It already feels like a complete product to me and is definitely worth the asking price. I can't wait to see what the devs plan on adding to bring some variety to the already fantastic gameplay! I’d like to see maybe some environmental hazards, the chance to find a secret room on each floor, maybe by activating a book on a shelf or a statue head and I’d love some room possibilities with a better view of the night sky, maybe a court yard or large ballroom with a skylight. Fantastic work and I wish the devs all the success in the world. Thank you for making me feel like a kid again and immersing me in this abstract adventure! Also explore their Night Café experience if you haven’t already. Completely free ;)
[Disclaimer: I've only played this for about an hour so I may discover some features that I thought were missing as I play more]
There are a lot of things right about this game and it makes for quite a bit of fun. It's early access so expecting some things to get ironed out however, overall, it's a game I can see returning to on a regular basis. As you can probably expect, the game isn't very deep in terms of story but the game play is pretty fun and the environment has a lot of character. I hoped this would scratch my itch for a Ghostbusters-like VR game and it does a bit but it mainly reminds me more of something like Luigi's Mansion. As I've mentioned below, I'd love a bit more call-out to the Ghostbusters mechanics but that isn't a negative of the game more than just a wish on my part.
Likes
* Trapping ghosts of course.
* Obtaining energy in the form of consuming candle light / fire adds a bit of challenge since they aren't everywhere.
* Haunted house with charm. Rich color palette
* Dynamic rooms/floors make exploration interesting.
* Comfort options exist. For smooth loco, would be nice to get a comfort fov / vignette on movement for those like me who need a little bit still.
Dislikes
* Index Controller (Knuckles) support seems absent. Shows Valve Wand imagery and controls are a bit clunky out of the gate.
* Flashlight doesn't seem necessary with the game's default brightness.
* Ghost projectiles travel through walls (maybe this is be design. Not sure what a real ghost projectile would do?)
* Audio doesn't always seem to fit well. I find the energy beam sound effect to be odd. Initial game soundtrack when talking to the ghost doesn't fit in my mind.
* Tutorial asks you to try things but doesn't let you until you hit 'up' to get past a few screens of added instruction. This adds a bit of minor confusion as to why the action isn't working.
* Ghosts sometimes appear behind you and start inflict damage with no way of knowing. Need better sound effects or indicator to know this happened.
Wishlist
* Hitting a ghost with the energy beam is not as impactful as I hoped. Would love a bit more 'impact' on initial hit.
* Two-handed proton-pack style gun and trap like Ghostbusters.
* A bit more haptic feedback.
* Ability to hold the ghost with the beam and pull them in directions. Can aid in a bit of escape or getting overlapping ghosts out of the way.
* Have ghosts provide melee (non projectile) attacks too.
* More interactivity in the environment. Allow me to grab objects to explore them. Clicking up from a distance is kind of boring to get coins out. Perhaps pick up and shake.
* Have ghosts leave 'sludge' on wall if they run into it or a projectile hits it.
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Дополнительная информация
Разработчик | Borrowed Light Studios |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 25.01.2025 |
Отзывы пользователей | 80% положительных (45) |