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PROS:

The conveyer belt system is actually quite cool to stay within the grid-based movement, but add variables to the player's movement decisions.

I was actually digging the combat music and the combat experience as a whole looks really promising. It plays well into the theme of the conveyer belt environment and it gives really good feedback for players to know what's happening and make decisions accordingly (even if it does feel a bit buggy).

I was a little confused about what was happening the first time I encountered combat by moving into a bag, but after that the experience made sense to me and actually turned into a good mechanic for player agency about when I wanted to trigger combat or not.

CRITIQUE:

I ran into a couple of "blind corners" that turned into certain death pits that I couldn't get out of because I couldn't out-pace the conveyer. The penalty for this kind of thing in this game is light and that's good, but that kind of death always ends up making players feel cheated IMO.

I'd recommend using a different button other than the "Move Forward" button for attacking since I often managed to finish a combat by spamming the button to attack an enemy and then accidentally moved forward a couple of spaces right when the combat ended. There was at least one death from this and that just makes the player feel dumb.

Enemy targeting in combat feels a bit random. Maybe it's because the enemies are at the top of the screen and their targeting is at the bottom that I don't see the character rotate to aim at a different spot or finish an attack animation, which might trigger new targeting, but the targeting seemed to jump around a lot and made dodging a bit hard to predict.

(+1)

Wow!

Thank you so much for such an in depth review!


We are all super proud to be a part of this one, it's our first game that we've been able to make completely from scratch (including all art and audio) and it was definitely a mad dash at the end to get everything to play nice together.. thanks again for playing. :)