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Sorry, I meant the mechanics for gradually losing control (other than the obvious end state) are a little opaque to grasp (as thematic it may be) e.g. its a little unconventional to have a reducing timer over time / reset in the reaction time due to taking damage. So half of the time is not being sure what's happening in the game (which I guess is the point?). I do think that you've represented that out of control theme really well.

Oh yeah certainly - that falls more in the grounds of more direct communication & proper tutorialization, which has been a common complaint and I wish I’d noticed the issue before submitting.

The submission version’s timer is also way too long... I didn’t manage to balance the 30s base timer so I had to fall back to the 60s one...

Taking damage resetting the delay is also a equalizing mechanic, it’s there to minimize the gap between better players and those having a hard time - kind of “no matter how hard you try or how well you do, you too shall perish”.