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(+1)

So I imagine if you had more time you might've done these things but:

- When the gun fires, there should be some kind of visual feedback to the player besides the audio

- A brief tutorial (that is skipped on resets) where you pick up a bullet, load it into a gun, and fire it (it's a great mechanic, but because it's unusual, players might wonder why their gun isn't working)

I thought this was pretty cool though. Took me like 5 minutes before I could manage to even hit one of the eyes (they're fast movers), but after I managed to do it once, I was more easily able to replicate it, and so then a few minutes later I got 'em all and triggered the ending.

Yeah I wish I had time to do both of those suggestions. I hoped a context-aware controls readout on the side of the screen would help but a tutorial would have been way better for sure. Would have been great to also do more balance and tuning of the enemies. I tend to forget it's easier for me since I'm the dev. Thanks for playing it!

I def appreciated the context sensitive buttons, much better than only putting the controls in the description.