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Once I understood the gameplay loop, it was pretty fun to just spawn stuff in order to try and eliminate the hero and that 'pull and push' tightrope where I know all enemies swarm I sent would make the hero stronger but also improve my summoning. Having to balance that dynamic of chipping away at the hero's health while not feeding them is an interesting concept. The camera being out of my control is a neat touch too.

I do think that the lack of a simple tutorial can make the concept a bit confusing. Even just having a small level where you only kill an already weakened enemy with just one attack before unlocking the rest would lead to an increased gameplay flow. There are also some behaviours that are unclear if they are bugs or lack of feedback, such as the hero character standing still or how they attack. I think having the prototype be in a single room with the hero having a very predictable gameplay loop of seeking treasure can help make the concept clearer

I do like that the scoring system is based off your time to defeat the hero and how they would run away from the enemies you summon. It can feel pretty empowering even in this stage as that summoning ability gets stronger. I'd play the next iteration of this prototype. I can see how the 'role reversal' theme comes in as this is similar to the Vampire Survivors type genre but with the player in the role of spawning enemies instead of defeating them.