Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Really interesting game!

As mentioned before on stream, the biggest thing for me was really the sfx during the boss battle being especially jarring, and I had to turn off the sound entirely to deal with the boss.

I did notice that there was never an incentive to NOT pick up all the weapons in a room so perhaps it might be interesting to have a puzzle where the player must purposefully avoid weapons initially to set up a room before coming back round.

I did very much like the last room puzzle, and thinking back to it, I think one of the reasons I preferred it to the room with all the barrels was because there were no gaps in the floor that forcefully reset the room.

I also feel the weakest element in the game right now is probably the player character. I don't think I find his personality very compelling or interesting for whatever reason. The boss character on the other hand seems a lot more interesting.

All in all, I liked it.

Hey Zafinyaa,

first of all, thanks for playing, and great job on being the first to finish the demo on stream. The audio issue has been addressed (that particular sound wasn't flagged for the SFX menu setting).

About not picking weapons: it depends on the room. Weapons spawn in a specific room and can be used only there (each time you exit a room with one equipped and pass over the purple glyph, they will disappear and return to the room, but also the whole room will reset). Setting a room before going for it sounds like a nice mechanic, but thinking about it may complicate things a bit, requiring the player to go in and out to actually solve it. s a design choice I wanted to give the player everything they need in the room, if it seems impossible to solve then there's something missing that you need to unlock (a new ability and such).

Oh, I'm a bit sad that you didn't like Luca, but I understand. Right now he's the "Straight Man", but lacks in personality. In the main game, some text is delivered differently, but I will address this issue.

Thanks again for playing!

Thanks for watching!

just to clarify, I did understand that weapons are room specific. What I meant more was maybe to avoid a weapon at first so a snail could act as a wall to access a lever or something before going to pick up said weapon to finally attack the snail (or something similar), since I noticed you couldn't switch back to bare hands after picking up a weapon.

Also also, I don't actively dislike the character, and I hope it didn't come across as such! Luca seems an inquisitive character himself which I can relate to. It may just have been I was more used to silent player characters in puzzle games, and so him speaking for quite a bit was a bit different for me.