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I really love the visual style! Also, the way in which progression is softly hidden by the lack of jump height is a great design choice. If you have the opportunity to do more with this game concept, I would love to see a little bit of visual distinction between different buildings and maybe different completion tasks for each soul beyond just clicking on them.

Thanks! I'd wanted to do a game with this kind of setting for a while, but making a full city was a big task, so the Geopipe model was an easy way to make a whole city area quickly. I was kind of surprised when I plugged in my old texture from an abandoned project that it looked so good right away. I did have more ideas for this project, but didn't get to them. I had ideas for some buildings to be marked that would have interiors and interior missions that would be different. I'm not sure yet if I'll continue this one, or take what I've learned here and put it into a more expansive project. I've wanted to do something like "Immercenary" for a while and this was a first step towards that.