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(+8)

I found the actual narrative behind the game to be really really compelling, and the way it's presented in the beginning had me quite gripped. Made me think of the possibility of a boss rush game that's text based, where the '"fights" involve Sev just interacting with people, trying to say the right things and realizing that being human is very hard and it requires a lot of consideration and effort. It wouldn't have been able to fit the theme, but I would've been really invested in an experimental narrative boss rush game like that. 

As for the actual game itself though, I did find the lack of hit feedback to affect the game quite a lot, tight feedback for all your actions really does wonders to make a game feel so much more satisfying to control without messing with your control scheme or system whatsoever. Thinks like a screen shake or different states for the boss and enemy when they're hit like stun or stagger states go a really long way. I found the consistent circular motif of the attacks to be really fun though, and after a while I got really really good at dodging them. The blue screen of death scared the absolute shit out of me

(+2)

I'd definitely love to get some more combat feedback in!  The screenshake is a good suggestion, and we've got some impact particles the artists made that we just didn't have time to integrate under the deadline.  The BSoD was one of my joke features that the team liked enough to keep in actually, the game icon was also a team meme closeup shot of Sev XD

I'd honestly love to expand the narrative of the game, I think there's a lot of interesting things we could say in the context of Pinocchio and similar stories