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(1 edit) (+1)

Between this and Moon Rhapsody you've got a good sense of player feedback, makes your games feel good to play. They also cater to my fantasy of being accosted by monsters better than anyone.

The main issues I have are with the level design, level 3 could do with more sign posting so that players know that they're supposed to leave once they have the Light spray can. There's also a problem with enemies camping the screen transitions. Such as the ghost at the top left corner of level 3, it's impossible to get up there without getting hit. The boss's gimmick could do with less random factors, the ghosts not having a consistent trajectory make getting a good hit very touch and go.

Lastly I had a mishap where I discarded the light spray can before reaching the boss and had to go all the way through stage 3 again to get it back. I understand that the levels are built on finding the correct pair of items to get through a level, but messing it up is just a tax on the players time. Perhaps a Resident Evil style item box in the hubs areas would alleviate this.

Overall you got a good frame work here and I look forward to it's continuing development.

I feel like level two could use some more signposting too, as I've yet to figure out how to make the box at the top appear. Neither Fire or Ice Paint works.

You get another paint can in the next level that you have to use on that.

(1 edit)

I came here looking for what to do after defeating the ghost and getting the light can. You have to return to 1-2? Oof. Yeah, needs some better directions there. Leaving that way resets 1-3, so I thought it was wrong. edit: so where do you put the yellow box? I'm still lost lol. You can't take ghost form out, so several leads are still locked