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(+1)

i like this concept, and i'd love to see a more fleshed-out version later! one thing this version *really* could have used is a description of the controls. even if it's not in the game and just on the itch page (that's what i did, lol). i managed to figure out movement and clicking on the swords in the bottom right, and i think that's it? i'm not sure what the difference between the two weapons is though. i also feel like there should be more ways to help the knight (and maybe there are, but i can't figure them out). it's a little frustrating to hand the knight a sword and watch him run off to fight some ghost while i get swarmed.

in this version it's easy to get cornered and die quickly. i like a difficult game, but i feel like i can barely get into this one before i'm booted back to the menu (the bats are especially bothersome, since they swarm and don't back off). i think either wider hallways, a more gradual increase in enemy spawning, or a combination of the two would do wonders.

all that said--i know this is a product of a 48 hour dev cycle, and you might even be working on some of these already! it's a fun idea to be more of a supporting role instead of the active character themselves, and i like the art and music direction. congrats on finishing the jam! :)

(+1)

Thanks! btw having high difficulty and a lot of swarms was unintetional, that happebed because of bug, that made enemies spawn everywhere on the map each time you enter room, instead of spawning enemies only in that room.

oh no!! it did seem like a *lot* of enemies, haha. i'll try and remember to check back for an update after the voting period :)