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(+1)

Good level design, love the UI design and the message log. Good tutorial, great that you can rebind keys. Turning up and down has a different animation that turning left or right (I think) and it feels a bit weird. Gameplay is good, but movement is a bit sticky, making evasion difficult. The waiting mechanic feels like a debug cheat, and I think the solution would be to make there be "charge points" or many more batteries.

Here are some less structured thoughts:

The barrier mechanic is cool. There is no UI for different sort of attacks, so I'm not sure what that's for. The environment makes it easy to get lost, but surprisingly I didn't. 

(1 edit)

Thanks for sharing your thoughts. There's no ability to rebind controls -- these settings are leftovers from the standard Unity configuration.

The waiting mechanic was designed to allow the player to replenish energy in combat, but also rest in the dungeon while risking a random encounter. However, since random encounters never made it into the game due to lack of time, it ended up feeling like 'debug cheat' indeed.

As for the UI -- the visualization for attack types and targeting modes was cut to stay on schedule. Initially, you'd have a list of body parts of each target and their status and hit probability to figure out the best sequence of actions to deal with each enemy type.