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Mechanically I feel like you managed to find a very good balance between the frustration of the health mechanic and the rapid pace of gameplay. I found myself having to basically zero in on locations and objectives without a moment to spare because of the time pressure, and the simple and easily readable layouts helped greatly in making this possible.

I could see this being turned into a larger gameplay loop if you found more ways to mess with the player’s health– for example, zones or stages where you don’t have health drain up until you cross a threshold. Overall, very clean and well put together. Great work on the submission!

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I have plans to make a port of the game into GZDoom engine, to have more control over certain game elements.
Currently don't have too much time to make such port, though i've did few experiments already.

Also, found a way to script a healthdrain mechanic on the game's sequel. 
You'll lose 1-2 hp if you're playing on nightmare skill only. (easy, normal and hard won't drain health)
The sequel features a different character, so game will be focused on exploration instead, levels will be 2-4 times larger than previous game.


Yeah, A bit pointless of me to reply to a year old comment, but wanted to try few things with a more polished sequel and no time constraints, to push the efpse engine a little bit.
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I’m not sure when I’ll get the chance to check it out but I really like what I’m seeing. You weren’t kidding when you said you were pushing the engine! Cool to see you’re still working away at it.