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Awesome interpretation of "confined"!! I think being able to see the enemies come, but not being able to move towards them or fire their bullets at them adds an exciting sort of stress, like you're trying to prepare for the bullets, but not able to do anything.

The 3D graphics, while not totally relevant to the actual gameplay, really sold the feeling of confinement because it helped explain the premise of being stuck inside a virtual space inside the real world.

As for the gameplay, I don't want to simply ask for more content like different upgrades or more bullets when giving feedback since the game was built in the scope of a game jam, but I wish that the upgrades stayed over the different loops, especially the bullet increasing one. I think having persistent upgrades while simply increasing the number of enemies or bullets, not even necessarily having to create new enemy types or bullet patterns, would have made the upgrade decisions much more worthwhile while having to add minimal new implementations (besides having to adjust the difficulty scaling to match permanent upgrades). 

I think the diagetic UI with the buttons on the tamagotchi were a super nice touch. The game sells the theme really well and I really love the concept. sick work you all, congrats on the submission!

thanks, we had a ton of fun developing this game and hear such kind words is really nice!