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I like how Merry and Renko have a ground pound. Totally canon.

But anywho I really like how the theme was used as two light-and-dark-type worlds that intertwine with each other. The puzzles weren't much besides checking what's left but the game knew what it wanted to be and it had a nice atmosphere and some familiar characters to make it work, plus it's Short and Sweet. Though I'm not sure what collecting the pocket watch and pendant had to do with anything. Did it unlock Patchy's door? I tuned out of the gameplay towards the end. The gameplay itself isn't trying to be anything grand but if I did have a nitpick I think it's the amount of closed doors that just made you check a bunch of them. I noticed sometimes they get highlighted when it's one you can enter, but not always? If that was more obvious and consistently happened it'd probably be very helpful.

Also it's very RPG Maker how Flan eats you if you don't grab food for her. Props to that.