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The music is lovely and the art style and character designs are very cool! The vibes of the game are great, but it felt more like a vertical slice/demo than a full game that's ready to be released. Other than the obvious lack of a boss fight, the game mechanics are also incredibly basic - there are no powerups or rewards to invoke a sense of achievement, and despite there being a narrative set-up, there is no pay off or environmental storytelling to really drive home the theme.

I had a very difficult time with the enemies. Despite coming at them at different angles, trying to time my attacks, and then eventually just spamming the attack button, they ALWAYS landed a hit on me. The level design is good, but there were certain parts that were very frustrating/difficult to understand. This wouldn't have been so much of an issue if the checkpoints worked, but I was sent back to checkpoints that had me repeating the same parts over and over and over again and I nearly gave up out of irritation. I would suggest observing someone playing the game to figure out where they're getting stuck at so the level design can be altered to include alternate routes.

It's clear that you guys put a lot of time and effort into this and I would be very interested to play this game after it's been given some more polish!

Thank you for playing! We had to cut a lot of original plans due to time constraints, we kinda misjudged the achievable scope of the game in the planning phase, the game only reflected about a quarter of what we had planned initially, so that's probably why it felt like a demo. The combat will for sure get some polish. Appreciate your feedback.