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Some notes, while keeping in mind an update is planned:

Ran into multiple invisible walls that even enemies couldn't get through in the middle of hallways.
Pickups don't all seem to have functionality right now unless I'm missing something. 
The torch was already explained in response to another comment. 
Additionally the drops from enemies sometimes spawn with the image side-on to the player so you can't see it's there unless you turn to the side in the hallway. 
My frame rate starts to tank when there are 3 enemies near the player.
It's rough but yeah it was made in a week. I'll give it a try again after that update comes through. Overall pretty solid base for a game here though.

Thanks for the help, we really appreciate it. I have some ideas for handling enemy drops but mostly we want to focus more on making each map feel very unique and loot a lot more impactful. We have this idea for implementing a weapon charged attack that gives different weapons unique feels as well as additional abilities to make it more exciting to get a new drop, as well as a lot more varied bonuses on gear so that boots aren't just boots but can for example make you run faster.

We're also going to be building up the hope mechanic a lot more. As with any challenging short duration project like this things end up getting shifted around a lot and it just wasn't ready in time as much as we wanted it to be. We really want the player to feel the rising hope and falling despair that is the adventure through a dangerous and unknown area to save family and we weren't able to illustrate that as well as what we liked in the time frame and instead ended up with a kind of confusing UI element.

Thanks again for your feedback!