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Thank you so much for the feedback! I'm glad you enjoyed the difficulty, though it general we do think that it was a bit too hard at the end, mostly just because of the small "frustrations" that you mentioned. SFX was definitely the area that we skimped on the most for purposes of the jam. There were also some CGs planned to go along with the intro, but were cut for time constraints, since we decided to focus more on music and portraits.

We're glad that you took notice to the movement and physics, because getting the "feel" right was probably our biggest priority. 90% of the actual gameplay/level implementation was done in the final few days, while the majority was getting an engine and framework set up that would work the way we wanted it to, which seems to have payed off!

(+1)

Its nice to see I wasn't the only one who put together most of their game on the final day!