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(+1)

There's a punishing element in this design that didn't feel nice. Apples don't fill you enough to actually survive, you will always lose control and there's no way to recuperate. 

Yes, arcade games get tougher and tougher, but here you don't get more enemies after beating the level, you get more enemies when you "fail" to keep the curse in check. I liked the game, but you need to add some rewards to make it feel better. Like, health spawning every once in a while so surviving is rewarded or something. Maybe it was me, but the apples feel too far apart and turning into a wolf felt like "failing" because I knew that would spawn more enemies.

Thanks for playing the game and leaving feedback!

Everything you're saying is definitely valid and I think if we had more time we'd implement a benefit per X apples eaten. That said, we wanted to focus on the inevitable loss of control and make that the main mechanic. You can reduce the number of villagers who get scared and move in such a way to kill the fastest soldier, but the theme did make it inevitable.