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Okay, the concept of a civil service guild that whose job involves capturing hypnotic monsters goes VERY hard

That concept could honestly be expanded into a whole game. Start off by rounding up some low-grade thralls, slowly escalate as you gain skills and willpower, end up  wrangling deity-level threats like the one we faced here. You could have a lot of fun with status effects, different ways of hypnotizing different opponents, etc. As a PoC for that concept, this is VERY good.

Two things i might suggest if you choose to pursue that are:

- Clarity of the text. As others have mentioned, big blocks of text without commas are hard to parse. The backgrounds for the endings might also stand to be a little dimmer; both the art and the text are good, but both have so much going on that it's hard to focus on either.

- Feedback during gameplay. During my first run, I thought the arrow keys were broken because they didn't affect the mirror. Something as small as shifting the mirror a little when an arrow key is pressed might go a long way towards making the gameplay feel intuitive.

Very fun concept. Solid art, solid writing, solid music; an all-around solid entry.

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I totally agree with your points and you're spot on. I love the idea of a game that focuses on going after different monsters, each with their own mechanics and minigames in a way for a player to overcome. 

(+1)

if ever you end up furthering such a concept, please do let me know 👀