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I loved the visuals! I've been getting a little bit tired of ps1 horror, so seeing a non-horror ps1 style game is a breath of fresh air. You nailed the old school gameplay and aesthetic, and it gives me nostalgia. The cover art looks straight out of the 90's too! 

I also loved the soundtrack. It definitely fit the style of the game, and it definitely made it feel more fast paced.

One thing I noticed was when you attack one enemy, the others of that enemy type flash red as if they got hurt too. Its not game breaking though, and its probably the only bug I've experienced in this game(if it is even a bug)

I would've liked to see a way to exit a mission if you accidentally selected the wrong one (I accidentally entered the tutorial when trying to get to the third mission), and maybe a dash mechanic, although I wouldn't call it necessary. 

Thanks ! Really glad that you like the visuals :D

I allways try my best to have the retro stuff look as authentic as possible so it means a lot when people seem to like the effort ^^

The funny thing is that i’m not that big into horror so i was never gonna go along that specific route thematically cause it’s not really my thing. Haha well i tried to go for the kind of renders you’d see in the manuals and some covers back in the day but i wasn’t sure how it would turn out since i used the same low poly model as in the gameplay, juste spiced up a bit and rendered at a higher res XD

Happy that you liked the music as well, i tried to find the best sopunding possible guitar in LMMS cause i wanted to have the music be as close to Metal as i could, to further go for the Ps1 style with CD audio, plus can’t have an action game without fast paced music.

Yeah this is kind of a bug but out of necessity, in short, i was having a lot of trouble with performance when testing the first few builds, so i had to optimize the hell out of everything i could, one of these things ended up in enemies pooling from the same shader for their hit state, so when said shader changes it’s color every instance that uses it is affected. So it’s not supposed to look like that but when i had to optimize i went for the quick solutions cause i didn’t know how to do better sorry :(

Yep i didn’t think this through enough and make any kind of menu to choose to go back in case of a wrong choice, the only workaround there is in the game’s current state is that there’s a mini character select menu that pops up when the player dies that lets you go back to the menus, which sadly amplifies the issue you had in the tutorial since it’s th only map in the game where it’s impossible to die :p

Yeah can’t argue with this yet again it’s the main issue so far though if i get time post jam i’ll probably not go the dash route for this game but i’ll try to rebalance the speed by having the player move a bit faster to see if this makes it better.

Thanks for your detailed feedback, and taking the time to test my game out :)