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You captured the gameboy aesthetic hard, from the soundtrack to the 5 words-at-a-time resolution. It brought back memories to this old man who had one of those grey bricks. Man, I was confused by combat for about 60% of the game but I think I get it now! I think it was solid and clever and of the right scope for a jam game. 

I do think I ran into a bug in which I foraged or healed too much while fighting Eliza, and couldn't successfully trigger the switch over because she didn't stay blinded perhaps? Regardless, didn't take long to catch up. I also totally missed a cue on the statue part and got myself killed, but that's on me! The items were pretty funny. Wallmeat was my fave.

Thanks for playing, glad you enjoyed the presentation! I just covered the softlock in a devlog. Pretty much what happens is when you apply a state to an enemy who is immune to it, they lose the state. This breaks battles because it checks if the enemy has the state at the end of each turn to advance the puzzle and you can no longer apply that state. Pretty pissed I never noticed that while making the game but I'll definitely address it in Definitive.