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(+1)

A lot easier to digest this time around. Maybe just a tad too easy given the amount of HP drops, though I guess that's good for a tutorial area. I liked the design of the explosives area, I found a secret area and it organically taught the player that their explosives would also pass through grates, allowing for some fun killing shortcuts. Bombs seem a bit OP, given how often HP drops. The slow down on hit may also be a bit too forgiving, but I imagine it's more applicable with a lot more threats later on. I do wish I could see the Templar's hitbox, because right now getting hit by projectiles feels really vague, and it took me a minute to realize just how small the hitbox is.

Thank you for playing!


A lot easier to digest this time around.

I'm glad to ear it, that was the scope of this demo.

Bombs seem a bit OP, given how often HP drops. The slow down on hit may also be a bit too forgiving, but I imagine it's more applicable with a lot more threats later on.

I stuffed the slime area with medkit because all the enemies are new and I didn't know how hard/easy they are to deal with

 I do wish I could see the Templar's hitbox, because right now getting hit by projectiles feels really vague, and it took me a minute to realize just how small the hitbox is.

It's on the list for the next demo, it's indeed a staple of stg in general so ofc needs to be there.