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Hitting ESC to recapture the cursor for me. I had to click in the game window for it to capture, which usually meant spending a wand ammunition. Having ammo on the fire wand felt superfluous anyway - it was so common it didn't really seem like there was a point to having it not be infinite.

The other wands felt pretty balanced, though, and I can see why you ammo gate them. Bonus point for procedural, gotta respect anybody who dances with that dragon on a time limit. The river of souls was a super solid touch and absolutely made me stop for a second to admire the ambiance. 

I kept getting caught on corners of walls if I tried turning while moving - dunno if the strafe speed is slowing than the forward speed or if there's a square collider on the player or what, something was up. Also kept getting snuck up on from behind by enemies because turning meant losing my sense of direction too easily and enemies make no noise until they attack. That also made them hard to hunt.

Smart choice with the bonfires though - that helped a bunch with navigation. And there's this weird sense of satisfaction at flipping one, like popping bubble wrap or something. If you continue working on this after the jam that interaction definitely deserves a little bit of juice to accentuate that small moment of fun.

In all, a bit rough around the edges but I had fun with my playthrough!

Thanks so much for the detailed feedback! Yeah, I'm going to take the bones of this and make it a juicier game moving forward. Start fresh on all the rough stuff but at least I have a decently functional level generator. Thanks again for playing and leaving such thorough comments!