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This was just frustrating to play. The not-indicated pickup points didn't add anything to the experience and frontloading all the info into a tutorial wall of text wasn't a smooth start. (And the broken wasd movement implementation also was just weird, w/s are swapped and a/d don't do anything)

The interactive main menu was a neat idea tho, but it probably shouldn've been this large, a single building takes up the entire screen, and I was just so confused at the beginning by the scale of everything

(Written by Snek of SFG)