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(1 edit) (+1)

Aesthetics are out of this world! Incredible what you managed to do.  Gameplay was engaging for a bit, but mainly to see what enemy comes next.  I can see why you went for the QTE, but maybe to lean into the simple style of the game, each enemy could have different timings you're supposed to attack them at, and you have to study them to learn when to attack each one.   Then you could make it more like punch out, where a higher skill level means you can strike at just the right time and speed run the game.  You could have a similar feature where directional inputs change the style of your attack.  Great work!!!

I wish we had more time to implement the things we have designed, but unfortunately, I couldn't manage time that great at the programming side of things. We plan to extend this idea and make it a roguelite game so that the player will have other things to consider apart from just quick time events. I appreciate your comment, and I definitely will take a look at it once the voting period is over and we start extending the game.

Thank you for taking your time to play the game and leave a comment!