Press Start on the title card. Ghosts float out of the old mill one at a time, and each one wants the cottage whose roof matches its costume color. The cottage roof, its porch flag and the badge on the ghost's scarf also share a symbol, such as a pumpkin, moon or star.
Lanes split at forks. The signpost at each fork points down the open branch, and little lights run along it. A ghost takes whichever branch is open when it reaches the fork.
Tap a signpost to switch it to the other branch. The next two ghosts wait in the mill doorway and upper window, so you can see who is coming.
A ghost that reaches its own cottage gets a treat: 10 treats, or 30 for a golden lantern ghost. Five deliveries in a row doubles every treat, and ten in a row triples it.
A ghost that reaches the wrong cottage giggles and floats away over the roofs, and the streak starts over. There are no lives, so every night plays to the end.
The night ends when every ghost has arrived somewhere. Every finished night earns a ribbon and opens the next of the 12 neighborhoods. Getting 70 percent of the ghosts home earns two ribbons, and 90 percent earns three.
Controls
Touch: tap a signpost, or the little stone circle where its lane splits, to switch it.
Mouse: click a signpost to switch it. Hover over one to see a dashed path to the cottage its other branch leads to.
Keyboard: press a key and each signpost shows a letter; press that letter to switch it. Tab moves between signposts and shows where the other branch leads, and Space or Enter switches the one in focus.
Toolbar: pause, help, restart (starts the neighborhood on screen again from the first ghost; saved results are never touched), optional sound and fullscreen.
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How to play Ghost Parade
Friendly ghosts in costume float out of the old mill on Halloween night. Switch the signposts at each fork so every ghost reaches the cottage that matches its costume.
Press Start on the title card. Ghosts float out of the old mill one at a time, and each one wants the cottage whose roof matches its costume color. The cottage roof, its porch flag and the badge on the ghost's scarf also share a symbol, such as a pumpkin, moon or star.
Lanes split at forks. The signpost at each fork points down the open branch, and little lights run along it. A ghost takes whichever branch is open when it reaches the fork.
Tap a signpost to switch it to the other branch. The next two ghosts wait in the mill doorway and upper window, so you can see who is coming.
A ghost that reaches its own cottage gets a treat: 10 treats, or 30 for a golden lantern ghost. Five deliveries in a row doubles every treat, and ten in a row triples it.
A ghost that reaches the wrong cottage giggles and floats away over the roofs, and the streak starts over. There are no lives, so every night plays to the end.
The night ends when every ghost has arrived somewhere. Every finished night earns a ribbon and opens the next of the 12 neighborhoods. Getting 70 percent of the ghosts home earns two ribbons, and 90 percent earns three.
Controls
Touch: tap a signpost, or the little stone circle where its lane splits, to switch it.
Mouse: click a signpost to switch it. Hover over one to see a dashed path to the cottage its other branch leads to.
Keyboard: press a key and each signpost shows a letter; press that letter to switch it. Tab moves between signposts and shows where the other branch leads, and Space or Enter switches the one in focus.
Toolbar: pause, help, restart (starts the neighborhood on screen again from the first ghost; saved results are never touched), optional sound and fullscreen.