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(+1)

The art for this, both the cover and in-game, is just *chef's kiss". I've never seen dithering applied how you did it - it created a very convincing light source while staying purely without the bounds of pixel art and foregoing effects, which I really appreciate. The fact that it can shrink is a really nice touch. 

The SFX were also really engaging. Retro SFX can be a really slippery slope between old school and annoying, but these all felt very pleasing and crunchy. The music, while soft and ambient, creates this very mysterious and soothing mood that I really like. I felt myself relaxing and settling in while I played it, which sucked me in just that bit more. 

The procedural levels are also really nice. They're well built enough that I'm really not sure how much of it was hand-crafted and how much was purely generated. Did you hand craft blocks and generate them together? Did you use an intricate algorithm to dig out paths? I have no idea - and I think that's great. With most other games it's fairly obvious, but this strikes that perfect balance of random and controlled. 

Now that I think about it, the lamp fading places an interesting, turn-based time limit on each level that isn't obvious at first glance. Paired with oil items and keys spread about, and it adds a surprising layer of decision making, where I find myself questioning whether to go for a key and search for a door, or take a separate route where I know I spotted a lantern earlier. 

Great work! This definitely deserves more ratings. 

(2 edits) (+1)

Thanks a lot for your kind words, it's very much appreciated! You are giving us too much credit for the SFX tho, kinda put what jsfxr spat me out in 30 mins so I'm really glad it didn't sound so bad, you know how jams can get haha.
Yeah! I think world gen was a really REALLY downgraded version of what The Binding of Isaac does, we have a set of rooms that get placed randomly one next to the other, then we spawned MC in the center and the the exit in the furthest posible square.