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(1 edit) (+2)

Very interesting concept, is a cool idea that makes it feel like a demo for a bigger game with charming characters doing multiple different and unique scenarios. 

The combat is in the middle of "easy to understand, hard to master" and "nice first steps of something bigger" with a unique combo idea that needed more variety (because I ended spamming moves not knowing when they will activate) and a little bit more of response because some attacks felt delayed or "floaty",with a slippery movement that feels disconnected to the attack moves.

Visually amazing with the low poly cel-shaded + street art aesthetic, with very appropriate sounds and jamming music that give that old 6th gen game kinda vibe.

Thanks for the feedback! We do feel that the game could use some refinement to make doing disc combos much more nicer to perform and eventually plan on mending some of these issues down the line on top of adding some new abilities to use (a lot of our ideas ended up on the cutting room floor LOL). Glad you enjoy the visuals too, we're especially proud on that and love that 6th gen aesthetic!