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Awesome, thanks for playing it and glad you enjoyed it.

If I had more time, I'd definitely make more of a tell for what attack the enemies are going to use. Probably a wind up/chambering animation with some particles from the hand, and I probably should turn down the lighting on the "light" enemies as well for readability.

The double movement thing is because exploration felt smoother if I treated held inputs as queueing the next action, but given how combat heavy (and turn based) it wound up being that was probably a bad design decision on my part. Definitely something to look at if I keep working on it.