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Fun game! a little easy since I think the goto strategy is just walking into ghosts while shooting - because they deal half the damage the health souls give - I also found no reason to leave the 2x fire rate area and moving the mouse around. The amount of ghosts never really bothered me until later waves especially if u let them all come to u in a line. The groundwork is there tho for an interesting game provided there's encouragement to explore (for instance enemies get harder so u need to go to other rooms to get more powerups) and balancing the difficulty! Good game overall!

(+1)

Thanks a lot for your feedback! Nice thing you pointed out there, the souls were added at the end, I didn't notice they heal too much until now. Indeed double fire rate zone and simple enemy AI made the game too easy and repetitive. To improve this, I'm planning to do one or more of these:

  • Add more enemies with more complex AI
  • Add more zones which will make progressing easier and possible (some are heavily needed)
  • Implement some sort of move to not die mechanic (not moving deals damage)
  • Time limited prizes for exploration and movement (Some sort of damage bonus, speed bonus, temp prize crates)
  • Your idea modified, Each situation or enemy  needs a specific power-up, so you need to move

Thanks again for playing the game and giving feedback! Things will improve in a post-jam version.