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The game was super fun! I put together a lil list of stuff I really liked and things that I think could be improved upon while I was playing.

Likes

-Huge sparks flying on kill is a really fun effect

-I really liked how some of the early learning puzzles let you learn by failing the first time. It created a meaningful connection to those specific applications of the mechanic

-Puzzles felt very thought out and deliberate. They weren't annoyingly difficult, but a few of them made me stop and think for a bit which is perfect for a puzzle game IMO

-Art looks great and the sprinkle of background tiles like stones & sewer grates really sells the dingy feel 

-Sfx are really satisfying and feel very responsive to player actions


Possible Improvements

-I love the enlarged player sprites, but it feels a bit weird moving around as them due to them being forward facing.

-Off-beat skeletons would feel a lot better for the player if they had some kind of visual indicator that they were currently off-beat. I felt like it was almost impossible to tell until I went up to one and realized. The mechanic itself is really interesting, but there should be more information for the player.

-Having to manually reset on death is probably intentional so the player can think about how to improve, but it feels off the first couple times when you're expecting to be put back at the start of the level, but nothing happens


All in all the game was really great and it's super impressive how much polish and content the game. It would be a serious effort for an entire team, let alone a single dev!

Haha. Thank you so much. 

-I love the enlarged player sprites, but it feels a bit weird moving around as them due to them being forward facing.

This is actually a stylistic choice, which references a lot of old DoS games which inspired this game. 

It would be a serious effort for an entire team, let alone a single dev!

Actually, we're a team of two! 1 programmer/designer/project manager with OCD, and 1 ADHD artist. Together we . . . get tired. :P

Oh I wasn't aware of the reference! That makes a lot more sense now. 

I'm honestly glad this was a team effort lol. To make a game like this solo in 4 days would need a LOT of all-nighters. I don't doubt that sleep was lost while making it, but it's a lot healthier to have a second set of hands.

Actually! Sleep was not lost, neither was food! We planned the day out with breaks and everything, given we're both a bit like that. 
I just happen to be relatively experienced as far as devs go and I code things fast. We were done with the basics of the game within the first 24 hours, which left the rest of the time for level design and testing.  

I envy your time management and self control...