Weekly Update - September 27th, 2019

Hey Ghost Hunters!👻


Welcome to our latest weekly update!

This week we’re going to talk about some Ghost tweaks we are experimenting with.

As you may know if you have played the recent alpha test, Midnight Ghost Hunt has two phases: Pre-Midnight and Post-Midnight.

Pre-Midnight, Ghosts are fairly weak - they’re trying to survive until Midnight when the tables turn. When the clock strikes Midnight, the Ghosts unlock their true power and become terrifying killing machines. That’s the idea, at least.

We’re looking at ways to set the pacing a bit more clearly for Ghosts.

Are players supposed to be aggressive before Midnight? Or are they just supposed to hide? Somewhere in between, perhaps? Players sometimes felt a little confused about how they should be playing.

We’ve decided to try to make a bit more clear that before Midnight is all about staying alive, running out the clock, and playing tricks on Hunters. Diversion, deception, all that fun stuff. When Midnight arrives, all that goes out the window and it becomes a bit of a brawl.

We felt that most Ghost class abilities felt a bit useless after Midnight, especially Poltergeist. Why would you use any of these abilities when you could just punch them?

To that end, we're looking at upgrading Ghost abilities when the clock tolls.

Foolish Hunter… My time to strike approaches.

Foolish Hunter… My time to strike approaches.

They will be in the same theme of the base Ghost class, but with extra offensive capabilities. 

We're no longer using the abilities to escape or cause confusion or hide better. We're using them to take out Hunters in spectacular fashion. Subtlety is out the window at this point.

We currently have three classes: Doppelganger, Phantom, Poltergeist. I think we’ve come up with some cool ways we can keep the themes for each class but pack a bit more of a punch.

Our upgraded Doppelganger ability allows you to directly possess a Hunter, instead of making a copy. You take over that Hunter’s body, and they can only watch helplessly as you use their own weapons to attack other Hunters. The possessed Hunters start to glow bright red and look a little bit terrifying.

You can also simply move the Hunter into a better position to be smacked in the head with a lamp hurled by your teammates.

It turns out to be pretty fun and fits in our game nicely!

We’ll dig into the other upgraded abilities, along with other new goodies in development in the coming weeks.

Thanks for reading, and stay tuned for more info!

That's it for this week, Ghost Hunters. 

Be sure to check back next week where we may showcase some of these new abilities coming to the Ghosts. How do you feel about the idea? Any cool ideas for OP Ghost abilities? Let us know!