Spooky Attic
Spooky Attic
Try to stay alive until dawn by avoiding the ghost while collecting gems.
Photosensitivity warning: The border flashes when the player is hurt or wins the game and there are also random flashes of lightning.
Controls
Keyboard | Xbox controller | |
Movement | WASD/Arrow keys | D-Pad |
Flashlight | Spacebar | A |
Jump | Alt/Option | B |
Pause | P | Menu |
Fullscreen | F | |
CRT filter | C | |
Music | M |
Story
On a dark and stormy winter's night you sneak into the old abandoned mansion.
Local legend says there is a fortune in gems hidden there, guarded by the ghost of the former resident.
You thoroughly search all the rooms but find nothing. The last place to check is the attic.
Just as you climb up into the attic, a flash of lightning streaks across the night sky followed by a loud clap of thunder and the trapdoor you entered through slams shut!
You hear a ghostly moan eminate from somewhere above. Nervously you begin to search the SPOOKY ATTIC...
How to Play
Stay alive until dawn by avoiding the ghost while also collecting gems, flashlight batteries and hearts.
The ghost will only be visible when it is illuminated by an open window, your flashlight or lightning.
You will automatically open windows as you approach them and the ghost will close them as it passes by.
Shine your flashlight on the ghost to startle it and make it run away.
If you are touched by the ghost while it is not startled you will lose a heart. Lose all 3 and it is game over!
The light brown beams are rotten and will crumble away if you walk on them.
Points
1 - Shine flashlight on ghost
10 - Open a window
100 - Gem
200 - Battery (if flashlight is fully charged)
500 - Heart (if you already have all 3 hearts)
Releases
1.1.1 - Fixed a bug where the web links in the credits could not be selected.
1.1 - Switched from Godot 3.5.3 to 3.6.
- Fixed a bug where the ending tunes would play all the way through even if the player immediately restarted the level.
- Added a 1 second period after the game ends where input is not read to avoid the player accidentally selecting a menu option.
- Made the ghost speed up in stages as the timer gets closer to 0.
- Added four rotten beams that crumble away if the player walks over them.
- The player can now jump (to jump over the rotten beams or the holes they leave behind) and fall down holes.
1.0.1 - Reduced the volume of the music.
1.0 - Initial release.
Background
Spooky Attic was made in my spare time over the last month. I was aiming to recreate the feel of an early 1980s 8-bit single screen platformer using PETSCII graphics, similarly to my previous title Back 2 Nature.
I came up with the core game idea a while ago of having a ghost enemy that would only be visible when it passed an open window or was in the beam of the player's flashlight. Since it was approaching October I thought now would be an appropriate time to finally make it into a game. The concept seemed to be a good fit for a single screen platformer. I found designing an interesting looking player character at that scale to be tricky though, due to the limitations of PETSCII character art.
This is the first time I have created 'music' for one of my games. I used Bosca Ceoil Blue, which is the modern version of Terry Cavanagh's simple to use Flash music making app Bosca Ceoil, remade in Godot by Yuri Sizov. As you can probably tell, I have no musical training and so the results are pretty basic! Still, I think they fit the vibe of the game.
Updated | 4 days ago |
Status | Released |
Platforms | HTML5 |
Author | Steampunkdemon |
Genre | Platformer |
Made with | Bosca Ceoil, Audacity, Godot, Aseprite, ChipTone |
Tags | 2D, Arcade, attic, ghost, petscii, Retro, Singleplayer, Spooky |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Xbox controller |
Comments
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Very good aesthetic
It’s feeling a bit too easy, I feel a game of that era would have had a lot of mean traps (like falling through a floor, or a teleporting ghost)
Thank you for playing my game and taking the time to leave a comment.
I agree it is perhaps too easy. Difficulty was hard to judge when it was only me and a friend playtesting. I find a lot of devs make their games far too hard because they have become experts while playtesting. I try to avoid that as I am aware that most people will only play my games once.
I like your suggestion of falling through the floor. I think I will add some floorboards that crumble as the player walks over them, eventually leaving holes that the player has to jump over. That should add gameplay tactics at the start of the game and make the end game more difficult. I think I will also make the ghost move faster as the game progresses.