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Definitely a relatively collaborative experience with the fact that you have to focus on aiming the opposite of the enemies.  While also trying to mine, which could be sort of intense at times.  Also the fact that you can't control your own upgrades and you don't get your own experience.  Was an interesting twist for sure.  

The enemies weren't that dangerous though I will say, at least if you kite them.  Since they don't have any range or any variety in their attacks to make them more difficult to dodge.

Though that would work some what, the problem is there's also not that much variety to the gameplay on top of that.  It's mainly just running around hoping for crystals to upgrade the AI, so that it can auto aim some more with some.. somewhat interesting upgrades.  But mostly it seems to just be that they add in the possibility to shoot a random other bullet.  Which was unfortunate.

I would've rathered if it was switching the entire weapon to somethings else to add a bit more variety to the gameplay depending on the weapon you choose.l  Like say, stuck with a sniper, then you have to try and get to range, or deal with the slow fire rate, but every enemy dies in one hit.  Or bomb, you have to sort of roll it into the group since it's like a grenade and it isn't super sure where it'll actually go off, but it'll take out a group etc.


Also the fact that the AI picks your upgrades but there's not that much feedback on what they did pick, is a little annoying.  It seemed like maybe they were doing something, but the only indication I had was the commentary from the AI that I was sometimes able to see in the midst of all the either red zombie not zombie things.  

Which I mean, they were decent lines and they add some character, but they don't make it super clear that anything has happened, and I never really felt like anything had changed significantly on either side.  Which sort of made the upgrades feel more like a chore rather than a actual buff to do.

Not sure if that's just how much they upgrade, or the fact that there's no real juice behind them or what.  It's just something I sort of felt when playing the game.


Overall though, an interesting executed idea with a somewhat cool leveling mechanic where it's shared.  Plus a bit of an empty level, which to be fair  makes a bit of sense, but it's not the best of finding your way around or finding resources.  I'd be interested to see more variety in the upgrades different playstyles though for sure.