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Thanks so much for playing!

Ahah, balancing the "point" of the game with standard gameplay incentives was definitely my biggest challenge.

You do sorta  play as the "bad guy", so it feels a bit counterintuitive at times, but my hope is that it'll mirror some of the real-world conflicts of feeling compelled to utilise your defence mechanisms even when you know it's fundamentally against your best interests.

(I did actually include a secret alternative route to the ending to help this metaphor feel more consistent haha. Hopefully someone figures it out)

I'd love to hear any more thoughts on how you think that concept could be better communicated!

If I make a sort of version 2.0 I may try to implement any ideas that help. I had like ZERO playtesting before deadline, so it's interesting to hear people's thoughts!

Thank you so much for your comments on the artwork too, I'll pass that along to the people who helped bring it together.
And I'll be sure to check your game out soon ! :)