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Okay, this game is a gem. It nails being offbeat and dragging the design of the game into its strange, absurd concept. Everything from the unconventional UI and stacked dialogue to the mix of turn-based RPG and adventure/horror hybrid really makes this unique. 

Where to start? It's very good aesthetically. The polygonal, angular meshes and blocky 3D interiors make it a comfortable fit for the jam. I think the thing I love about it is the colour palette; the commitment to green and gold makes it a visually distinctive game. 

The other thing I love about games like this are unexpected turns. The turn-based part of the game was a surprise, but once I figured it out, it added an additional layer of enjoyment to the game. This isn't a generic corridor horror game by any means. 

Some constructive feedback if you ever continue to develop this game: 

  • The turn-based mechanic actually offers a really decent complete game if you fine-tune it. The persistent collision of the eyeballs means that you could easily harness this into a strategic turn-based game where the aim is to avoid getting boxed in by the enemies. It's a really neat idea. 
  • The idea of a responsive UI that shakes upon proximity to something? Now *that's* an innovative idea for a conventional monster-avoidance horror game that hasn't been tried...

I did a playthrough below: 

Looking at your prior body of work you're a talented developer and don't really need the encouragement, but I hope you keep at it with engrossing, surreal games like this! 

Thanks for submitting this game to the HPS1 Jam! 

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this is one of the coolest reviews I've gotten in quite some time! Thanks a lot!

The encouragement is always super welcome. But yeah, you're right. I won't be stopping anytime soon, haha!