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Overall, I think this came out great. The enemy design and visuals where spot on, as was the overall vibe.

Combat felt a bit clunky and overly methodical, but I did eventually figure it out. I almost would have preferred it leaned MORE into kiting and dodging and less into weaving in damage, and avoiding vs aggression was a meaningful choice with the horror aesthetic.

I'm still not 100% sure how the cyber space instances worked. At first I thought the safe tiles where based on the pattern on the key, but that didn't seem to be the case. I wound up basically going through using trial and error and regen until I beat it.

I also didn't understand the human/machine duality at all until the ending, and didn't even really realize the other thing talking to me was the computer and not some other person over an intercom or something, but that might be on me.

The movement felt great though, and the atmosphere was top notch.

(+1)

Thank you for playing through the whole thing! 

Ye, combat meant to be more kiting and and dodging, but we had to cut so much of what we were planning to do with it, that it had to stay simple weaving instead. Learned a lot from how to balance tight time limit in a jam though! 

About cyber space - you was completely right! The rune on the card (and on the floor leading to the correct room enterance) is the safe rune. What confuses people is that machine wasn't teleported to the start location after finishing sequence as we were planning. You stand at the end of previous puzzle and "safe" runes removed from the ground for the solved puzzle to allow passage for the next. We could be a tiny bit more clear about 'walls' opening after terminal access. Maybe some animation and clearly teleport out from long puzzle routes - they a bit long.

We now got a playthrough video up of on main page of the game, so people can watch how it was played by us (without speedrunning!), maybe that would help for now, since we can't fix explanation inside the game..

Thank you again!