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I didn't play this last DD but I heard it was really good. and yeah the premise is stellar. glad to see there's secrets, and that the secret money is actually used for something.

stacking up a bunch of platforms and then launching them into an enemy is very satisfying.

good foreshadowing/teaching with the eyes closed == invincible stuff

the narrow corridor bit with the invincible monsters is a very memorable challenge, if a little tedious. I don't think I would recommend changing it though, it works well

cool puzzle boss. I would say it's conceptually pretty cool but even more tedious. forming a plan to get it shot in the correct side at the correct time is nice, but actually executing that plan in time is pretty finnicky. I'd recommend smoothing out the process. for instance, shrinking the boss's hitbox with which it destroys platforms. it was pretty common for me to set up a bunch of platforms in the air, then the boss just barely grazes them and they are destroyed. the boss music is also way louder than the rest of the music, I had to turn it down. and it doesn't loop, the second half of the fight I fought in silence

I don't like the intro. seems like the ambivalent corporate work environment thing has been done to death now between subnautica, going under, satisfactory, deep rock galactic, the surge...

turrets, I often found that when I saw a turret for the first time it was already too late to avoid its fire.  unrelatedly I'd recommend making their bullets bigger and brighter, maybe about the size of the platforms

the art is actually so good. it's completely unmarketable and the screenshots look like amateur hour, but despite that it's presented with such confidence that I can't not like it