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(+1)

very interesting game! 

Ideas: If when you die, you can either change your last move to avoid the skull or take the skull with the penality (your choice then being fixed until the end of the game) it creates a new dimension to the game. That would be less thematic maybe, but now, you don't have choices in this game... Or force the player to go over the skulls in the same order but letting the rest of the exploration free? I tell you that because I found myself optimizing the fun out of the game by doing boring straight line so I can remember my path with more ease (hahaha sorry)

Thanks a lot for the feedback.

The original plan was, to have the skulls spawn in clusters. That would have created a minesweeper-like effect, where you can think "Oh crap, I ran into a skull... now I have to find a way around the cluster", which would also be a solution to the "boring-straightline"-approach (or you choose to keep your straightline through the skulls)... but I didn't have the time to do this.

The idea of rethinking the path after failing is good, but didn't fit the theme of the jam, so I might implement it when the jam is over ;)