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(+1)

I remember seeing this on Discord and being worried about the flashing of changing between realms but it's actually completely fine and wasn't an issue at all.

The art was simple but really well done and very thematic. I liked the little witch between levels and the crafting screen, it felt very old school.

I had to admit I didn't really see any point in bothering to fight the enemies at all. I know you need their parts to make potions to power up but it felt like a hassle trying to kill them with just jumping above them and firing, felt like I was constantly putting myself in danger for it.

However I think this bit me in the *** when I got to the boss at the end and despite hitting it what felt like hundreds of times I just couldn't kill it haha. I'm sure it was entirely my own fault for ignoring the crafting system.

When I was finishing up development I started realizing that the enemies weren't exactly meshing with the game as a whole, like you said it's easier to just avoid them. And because there's so many enemies it's, inversely, really easy to farm and get super strong so the final boss was given like 80 health to compensate for the fact that the player could feasibly be doing like 10 damage per bullet.

I want to do a second pass at the game once the Jam's fully over where, instead of farming enemies for loot, you've got to mine it out of blocks, thereby making the enemy avoidant playstyle more valid, while also forcing the player to slow down and get loot here and there to stay powered up.

Thanks for playing! I appreciate the feedback a lot!

(+1)

I like that concept! The enemies being specifically there to be avoided while you mine is much more appealing to me personally too. Would love to play again post-jam if you do update it :)