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Great UI and presentation.

@Gameplay: what?

As far as dialogue puzzles go this one is, pretty cryptic. I kinda got the idea of what I should do but by no means how to do it. Basically, if your game mechanic is loosely explained through dialogue, there should be some pretty heavy hints or basically no consequence for trying to wrong thing until you get it. As it stands a lot of that felt like luck, which is a shame as it seemed like a hell of a concept. But hey, you did great work over the short course of 3 days so nice!

Also please either scroll the text faster or have a single right click fill the rest of it in, I mean come on some of us have places to be.

The gameplay needed a lot more time in the oven, it's true. I added checkpoints and skippable dialogue to make death less punishing, but it was still inevitable. The first fight could have done a much better job of communicating the mechanics, and been made a lot easier. The second fight was OK-ish, apart from the purpose of the moonbeam (extra punishment for letting your heart fill up) not being clear. The third fight could have done with some more visual clues about the new objective.

Auto-fill dialogue would have been nice.

Thanks for the comments! And for suffering through.