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(+1)

There was a harder enemy planned; implementation would probably be ~1 day's work modelling and animating, and at least another finagling them into actually being fun to fight against, going from experience with the Jam. Unfortunately, I was still implementing the Defender and some of the Interrupt orders even on the final day, so they got dropped.

I admit I kind of assumed the camera movement was self-explanatory because 'that's how it usually is', or so it seemed to me. Really, the game needs a tutorial in general.

(+1)

Honestly I wouldn't mind just having the same enemy with more HP. In a full game I'd prefer avoiding such variations, but it's a jam game, so I think it's OK. And it'd be enough to make the level require a bit more strategy!

Good job nonetheless!