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(2 edits) (+2)

I can imagine the developer playing it for like 20 hours while developing and now having unrealistic expectations. You will die dozens of times in the same spot until you find the right combination of jump, throw and hit the coin, jump again or hit the booster thing. The monster is like a carrot on a stick and you are the carrot. A kill volume that is always behind you. The visuals do not accurately represent how close it is or whether it can reach you. In one place it can glitch and get ahead of you, which allows you to see its behavior: it stays in place and instantly moves as you do as if you are hard linked together. You would need to memorize and perform perfect sequences of actions within a few seconds and even with the numerous auto-saves, which are might be broken spawning the monster too close, I have rage-quit.

(1 edit)

Yeah the monster part turned out to be much worse than it should've been :))))

Apart from that we had multiple playtests ranging from "beat this in 10 minutes without a problem" to "I can't get past 4th room" and so far I'm bit confused about it