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(2 edits) (+2)

you know, great art and sound and level design, and boss design, and all and all the praise you deserve, that said the only thing that got me kinda turn off by the game is that it is more a game about memorizing the enemy pattern instead of properly react to it, we got very VERY little time to react to what's happening, to the point of it not being possible to do it (react), only to memorize and act after having already died at least once to the pattern, if you move forward with the game, I'd give more time for the player to telegraph what the movement of the robot will be. Like the big laser eyes could have a longer "chargin-up" animation, the little laser I think it's on point, the fireballs that come are also good, I'd just make the fire-wall more distinct from the fireball attack, and the flying up to you, in all fairness, just need a little more time between it appears in the screen and the attack connecting, also a way to telegraph where the robot will be flying in the screen would also be great.

That all said, if that's really a "memory" game you were going for, you've hit the nail, the game is, frankly amazing.

Also, the machine is like, REALLY scary haha, legit will have nightmares

(+2)

Thanks! The memory issue is mostly a symptom of my philosophy of making the machine intimidating. My main priority was to make it scary, not necessarily fair, and that ends up making the final sections a test of memory and timing instead of reaction. I do agree though, the attacks could've be more forgiving.