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Clever way to introduce the player to the concept of "less health means more power" by forcing them to take damage to enter into the level itself. At the same time, I wanted to see if I could beat the level with my weakest weapon but the level itself does not really let me since it becomes a bullet hell too quickly with no wiggle room. Meaning, that, although the idea is there and understood as to how the theme was interpreted, the execution forcing you always be in that state make me more like the game really just give you a two-hit before you die system more than "become more powerful when you have less health" since there's no alternative. At least in my play through :) Having said, entry is solid. Nicely done.

(1 edit)

Agreed! Currently the game is balanced to roughly make to end in time on 40% hp, which is the only viable strategy. After submit was thinking how to change this, i came with 2 ideas: zones of inevitable damage (meh) or fire rate, projectile speed of enemies and time flow also modified by your own health, meaning you can play with another style and still reach the end. What do you think?

Also, could change the tutorial to 2 corridors, showing your speed is modified with damage too. The music change would keep for player discovery.
Thx for the feedback!