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I'm out here carvin' up demons like they're hot honey hams. Feels good! 

The risk/reward concept of going berserk is a pretty good idea. I think I would have just liked a goal to reach (whether that's a point goal or a destination goal) to put that concept into context that would force me to weigh my options. Add enemy types with different AI, maybe a limited camouflage timer and you could really go places with this idea! 

You go from scared and hiding to overpower and destructive right back to scared and hiding again. There's a loooot of potential there, just sayin'. Anyway, great work and thanks for sharing!

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I actually had planned a small lil story for it but then I realized that I wouldn't be able to code it in within 48 hours. So I went with the good 'ol high score method (it always comes in clutch :D). 
Those are some really cool suggestions with the timer and all... will definitely give it a thought :)

Thanks for playing the game and the super constructive criticism :)