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(+1)

Pretty good. The “upgrades” eventually hurting instead of helping is pretty funny considering the theme.

The enemies only really becoming a threat once there are like 100 of them is also pretty thematic, but not my favorite design decision.

We didn't really have time for balancing. We wanted to have more impactful upgrades, more types of "weapons" and more types of enemies, but we started slow and rushed at the end so time did not allow for more. Having like 100 enemies is pretty much the point in these types of games, unfortunately the upgrades do not allow you to deal with them efficiently. I guess in that case it adds to the theme, but that was not the intent. Lastly, you should be able to survive, but because of lack of time and balancing we didn't set up a time goal since we didn't know what would be appropriate.

Ah, the upgrades increasing the difficulty was something I liked, especially since the base upgrades were so well designed. Just wished the enemies got stronger in a way that wasn’t more health.

Well, the enemies do not get more health, so I guess my laziness is good in that case?

(2 edits) (+1)

I guess I stacked too much anxiety in my first playthrough. Played again keeping it at level 1 and had a lot more fun.

Yeah, for sure needs more balancing and more options.