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(+1)

I appreciate the comment, after playing some of the other entries I felt that maybe the approach I took was leaning too much into the playable parts instead of the story parts, but if at least one person thinks it's fun then I'm glad. About the pixel graphics, thats 100% rpg maker 2003 stock graphics hahah, I was thinking on creating an original playable character similar to the one in the drawings but I ran out of time 

I'll address some of the spoilers, this is some interesting/useful feedback

The eyes part is intentional, I tried to have the player notice which areas are safe by how the skulls are placed throughout the zone, and that one specific pillar you mention was supposed to be too short to hide the player. That little mechanic definitely needed a better introduction than just the hint

About the cave part, this a very useful comment. While working on this part I was wondering if the balance was ok as the idea was for the fight to be a close call, but there probably is some re-balance/re-design to be done here in a number of ways

About the story, because I focused too much on coming up with the playable bits and implementing them (and also learning the engine), I didn't have too much time to work on it, I don't want to ruin your expectations on the lore so let's just say it's probably more simple than you think hahahah. Maybe next time I join one of these jams I'll try something more story-focused, it will most likely be terrible but it's a nice avenue to practice the skill.

Thanks again for the feedback :)

(+1)

ohh i'm not familiar with rpg maker 2003 so i just really enjoyed how cool of an aesthetic it was haha. either way there's nothing wrong with using default assets, and i still think they made for a super cool presentation! :D

making the game more focused on gameplay i think made it stand out in the jam, but it'd also be really cool if you tried making something more story-based! it's always good to try to hone new skills, ya know?