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That is fun - the ending was very Dethklok. The art was great - it seems born out of early 90's sprites, but so nice. It was a little tricky, especially once inside buildings to know what was grabbable and what was just environment. It was also difficult to discern what was floor v. wall sometimes, but it was still ultimately navigable. (a little more shadow on the 2D asset probably would fix that). This is a great game - it's always great when a game has different ending so you can enjoy it more than once. Nice use of secrets, with the villagers having little secrets themselves.

I didn't even think of the Dethklok link, but I love that series and the influence is totally there. We were definitely aiming for a grind house vibe. I agree on asset differentiation we were planning to do more with lighting but ran out of time so a lot of the stuff we were going to sell with shadows didn't really end up there. Glad you enjoyed it!