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I think this nails it for being the most innovative concept! And it’s executed pretty well too, lots of little details in the art of the characters and the map that help the gameplay feel reactive and give an indication of what you’re doing, which is important for a game that tests your multitasking brain like this.

I kind of struggled to come up with a better idea than bundling all my Hecas together and making a super gun to tackle every problem with, though I’m sure there was a better way to beat it than that :D Still though, it’s really tricky to get used to controlling the Hecas - I think I found that harder than any of the puzzles or action sections (or rather, they were only hard because of the controls). That’s just my experience though, not a criticism or anything!

The visuals are cool and coherent, the little faces Junko and Hisami makes are so amusing to me. I think the concept with the changing audio was neat though the loops came out a bit repetitive. It wasn’t grating or anything though, so I think it worked.

Thanks for playing! The multitasking is definitely meant to be the main source of difficulty, so we imagined that a successful player would find ways to reduce the multitasking requirements: typically by controlling all 3 like you did, or sometimes by leaving 2 to cover some directions while controlling a single Hecatia. We wanted the players to get a taste of how difficulty it'd be to have three bodies, so that they can better appreciate how awesome Hecatia is.

Basically – you got it! Congrats. :D