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I liked how the level "gently pushed" me towards the next skill by leaving me no other option, while at the same time making me search for the way. This is very good level design.

The darkness and the sewer-underground-like setting match very well, and combining the enemies chasing you in the dark gave for challenging moments.

I didn't understand that much how the rebirth matched gaining skills, but the animations for grabbing them are amazing.

I am really glad that you liked the level design! It was actually the only reason why I personally wanted to join this jam as I never did level design before, so I am glad that we got that right. Also reg. the atmosphere.

Reg. the rebirth theme... yeah, not great implementation. The idea was that each new skill turns the player a bit more into a monster just for the sake of being the hero of the story. The end of the game is supposed to make it a bit more clear, I guess, but still not great. Next jam goal: work on "story-telling through mechanics" skills.

Thanks for playing and your feedback! :)