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Wonderful, thoughtful concept that challenges the "Tomb Raider" approach to adventure games. If you try using this in a standard dungeon delving game, stick with the original premise and introduce only one object at a time to preserve that uncertainty and discovery core to the premise, perhaps by putting each relic in a separate chamber where players are forced to pause or perhaps even wrestle (mentally, or literally I guess!) with the artifact.

A fantastic application of the mechanics. Thanks very much for your support!