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Ohhh, nice. Some really interesting decisions made here. Slowing movement to attack felt like a great tradeoff, especially w/ the gradual release back to full speed. Also, oh man the animation of the sword back into its sheath felt so satisfying.

 I almost wanted a timer on the level to discourage holding the sword the whole time. "Always attack" is a dominant strategy here (though naturally discouraged because it makes the game more boring and slow). 


Felt really well tuned. The vision mechanic keeps you on your toes, and allows for a densely packed maze, turning the corner in a square of adjacent tiles with no walls is something you can't really do in other games. Very cool.

Character design was very polished, nice job pulling this off all by yourself.

(+1)

Thx! The art was made by 0x72, there's link to his work on the game's page. But thx for noticing weapon animation! I was kinda amazed how easy it was to make.

Timer will make a game more tense and, as you said, the game should be playable for non pros(like we are xD), and the last level is kinda big, so I can't pass it first time every playthrough, feels like pure luck.