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Very well done project! Catchy music, nice map, good amount of upgrades to keep me interested till the end. I don't have much to complain about, just tiny nitpicks that are probably personal preference. Player's jump is very floaty, which isn't exactly an issue, just makes more vertical levels kinda slower. I was surprised at how slow skeleton projectiles were, but the fact that you can reflect them is awesome, love that. Player dying and respawning them with full life in the same room makes death kinda pointless, I'd imagine it's probably for the sake of easier bug handling and just streamlining experience, but that's something to think about i guess. Cutscenes and boss fight were fun (unfortunately I bugged at end boss and didn't see ending, basically i killed them and got hit by slash projectile soon after, respawning just kept the fight going indefinitely). Art style is simple but clean, what's more important is that the game is consistent in it's visuals so that's a plus. I wish there were more landmarks in world, because all rooms feel rather unremarkable (except for skill unlocks and altars, duh) which basically forces me to use map every other room to see where i'm going, but the fact you have a map is already a huge win :D

Great game, hope to see more from you in the future!

(+1)

Thanks for playing. The end cutscene is my favorite part! Nobody encounter that bug before. I'm sad that it wasn't caught until now. Skeleton projectiles were supposed to be faster, but I forgot to put it on my last minute polish list. As for death, I actually implemented classic metroidvania save rooms and respawning. But for the sake of keeping the player's attention I ended up switching to loading at the last entrance point. I also just chalked it up to being part of the theme. You're in Hell, so why not? I leaned into the theme when in doubt. So the rooms being not very distinguishable was a mixture of that and just being new to art in general.