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(+1)

I think you really nailed the ambience of the game, art is coherent (the only thing that got me intrigued is the walking sprite animation is moving left to right, I'm not sure it's supposed to do that?) and the music / sounds fit the ambience :)

The shooting mechanic was a bit lacking, there was no feedback to let you know you hurt the enemy (projecting it backwards or making it flash could be enough). So for a while I didn't know you could destroy the statues, and sometimes it took me 2~3 shots to destroy them, while some other times it took me 10+. Not sure what's up with that.

So overall, a cool game idea that's a bit held back by a lack of player feedback, I don't know if you had the occasion to get it playtested by people outside of the team, it can really help pinpoint the stuff that doesn't feel obvious to someone who didn't make the game. Regardless, I still had a nice time playing it, kudos to the team :)

Yeah, not communicating the way the shooting mechanic works more clearly is definitely the biggest issue we're getting feedback on. Basically, the lower your sanity, the more powerful the attack is. The fireballs get larger, and their colour is lighter, but the effect is quite sutble, except for at the extremes. The lack of enemy hurt feedback was an oversight on my part, I naively thought the projectile exploding particles were sufficient, but by the time we got chance to have playtesting outside of the team it was too late to add any more. Early play testing, and planning player feedback during the initial design stages are definitely the big take homes from this one!

Thanks for your feedback, and I'm glad you enjoyed playing! :D