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Well, I played it 8 times in a row to see if I could get a 2nd ending. Is there a second ending?

What I liked:

  • As the other commenters stated the music, slight lense effect and the blue noise make this a very atmospheric experience. The textures for walls, doors, floors and ceiling support this.
  • Leveling up is always a favorite for me especially if it is necessary to progress. You also added the touch, that the stats of the enemies and your own stats make for a puzzle. Solve it and you can go on. It kind of merges the usual environmental puzzles into the combat. Nice twist.

What can be improved:

  • The enemies were a bit lower in quality than the rest of game - imho. I do not know if it is the color palette but somehow they did not match the overall style of the level. That is a high level critic, tho.

What I wished for:

  • A clear hint somewhere to tell me if I overlooked something or if I must end the game like this. Even after beating all (?) enemies I could found but the boss (that disappeared) it stays the same ending. So I wondered: what did I got the last level ups for? It felt like the room next to the first encounter of the boss added no real value - combat and level wise. I could make another level there but I could also just go out the door and end it the same way
  • Some more rooms ^^ and a final boss fight. That would have lead the leveling to a more rewarding end.
  • A bit faster movement, although that might affect the atmosphere of the game in a negative way

I liked it enough to play it 8 consecutive times ^^ and as I stated, I like the aesthetics and the mood of the game well. I even waited for 10 minutes to see if there is something after the last credits ^^. I would love to see this setting in an extended scenario.

Keep it up!

(1 edit) (+1)

i thought about adding a second ending for getting those last few kills but figured an alternate ending would be too weak compared to the current one without having some more time to work on it. that room before the end just serves as a distraction for the boss to disappear and set up the end sequence.

i planned on having a couple more enemy types and tile palettes for an upper and lower deck area, but between my inexperience with pixel art and having the balancing crisis that i think a lot of us had i cut scope quite a bit. not sure i'll get around to adding it all back but i'd at least like to add a linux build and speed up movement maybe 10% after the jam.

appreciate the thorough playthrough.