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(+1)

The opening cut scene was pretty dope...not so dope that I'd want to watch it again every time I die but very impressive right out the gate. I think maybe your limited time would have been better spent on the practical reality of repetitive death in a rogue-like and the actual game loop part of the game . The long, involved dialogue and cutscenes seem better suited for an epic RPG where you need such devices to tell a deep and complex story and frankly a rogue-lite run and gun don't need that much exposition. What the game needs in my opinion are tools for early game survivability so the player can actually live to see what the game is all about and then you throw the bullet hell at them; there should be health pots and/or temporary shields or something popping from all these bustable objects in the environment as well as more coins and something to do with coins. 

True, unfortunately i had not time to set the game up well enough to make it an ACTUAL roguelike, although it was planned. Unfortunately i had less time than i expected and it turned out like this. If i had just one day more to work on this, i would add upgrades, make potions pop out of crates, a shop and at least a boss. Thank you for playing and for your constructive comment! Greatly appreciated :) 

(+1)

I think you should definitely keep working on it and flesh out the gameplay as a more long term project