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(+1)

Thanks for playing !

I tried to pack as much variety as i could within the initial deadline, and i’m glad that you like how the prerendered sprites look like ^^

I tried to keep the levels on the small/short side to at least be able to make 3 of them but cool that so far people seem to like tham and not find them too short or boring (even if i admit they are a bit empty ^^’)

Keycard based progression was added to make sure that at least the levels wouldn’t end up being just a sprint for an exit with ignoring anything in between XD even if it’s been done to death i thought it could do a decent job here, i wanted to have switch based doors for variety but couldn’t manage to do so in time so only keycards for now.

The lack of music is also sadly due to time, and also cause i like trying to make anything i can myself. so i had to axe that aspect at least for the jam release.

I feel humbled that you feel like my game can hold up with actual retro shooters Thank you :D not sure if that’s actually the case though :p cause it is way less complex than some of these classics are.

Nah the mouse input is a bit bad the way i made it (cause i don’t yet know how to implement it well), but here’s the funny thing, there’s no mouse acceleration, it’s just that the game captures the mouse and it is direct mouse input, so in theory it is as sensitive as the player’s desktop cursor speed so probably way too fast for proper precise FPS gameplay, hopefully i can manage to figure out how to make a proper mouse input with tweakable values so anyone can have their ideal setting.

Thanks again for your kind words :)