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I had some issues with the main menu, but once the game started I don't "think" I was missing anything. Felt really polished, though at times unclear what my goal was. I would wander around and get to a dungeon, but mechanically the dungeon didn't seem different than where I was, unless I was missing something. I loved throwing of the orbs mechanic.

Thanks for the feedback! If you found the special orb and brought it back, then you didn't miss anything. The 3 dungeons get progressively darker, requiring using the orbs/torches more for navigation, but the interaction mechanics don't change. I'm curious, what kinds of new mechanics did you hope the dungeons would have in store?

I'm glad the throwing felt good :-)

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When I read dungeon I think I assume monsters, or some type of danger. Something to increase the urgency. Not combat in a puzzle game, but something that makes me feel an urgency. 

Oh, good observation. I'm remembering now the dungeons are meant to introduce some of the first risk in the game, as you can miss a shot and need to restart. I wanted to avoid combat, too, but a sense of urgency could still be added. Puzzles could need to be solved in a certain time, doors could be on timers, etc. Thanks for the suggestions!