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(+1)

This is fantastic! I love the visual style and the music, it reminded me of Little Nightmares and Limbo but with it's own unique take. The design of the void in particular stood out to me.

I liked the economy of design you had, with the batteries being used for health in addition to their primary use for navigation and enemy avoidance. I would always feel a rush of relief when I entered a room and found batteries.

I'd love a minimap if you start increasing the size of the dungeons in the future, but as the game currently stands finding my way around by memory worked just fine. 

With regards to your feedback questions: 

  • Defending from enemies felt really good, particularly when they dashed away from the light when I caught them at the last possible moment. 
  • Controls feel really responsive. I found that the movement speed combined with the really short range of the flashlight worked well together - it was fast enough that I was never frustrated when trying to travel long distances, but slow enough that moving through a dangerous room was possible so long as I was careful.

Thank you! Yes, i was inspired by Limbo and Death's Door when doing this :D 

It's good to know that you liked the batteries economy, I'm still finding balance so it doesn't feel unfair to play. Right now, the issue i need to solve is that the player can get softlocked if it doesn't have enough batteries to open a door. Aside from that, players can refill if they lose all batteries when dying, but they get demoted.

What do you think about the revealing mechanic?  Was it difficult to navigate the hidden platforms with enemies in the room?

Yep! A minimap is a must  so I'll include it in the next build.