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(1 edit) (+1)

That was an alright game.

I found the janky means of attacking to be rather thematically appropriate, and I found the whole roguelite feel of the game to be rather interesting. The boss fight suddenly changing how movement works was also a rather pleasant bit of unexpected spice.

Not entirely sure what the dash is supposed to do, and it was pretty obvious that success was mostly determined by how frequently boons were offered instead of the red/orange guys. Perhaps you could set it up such that the first couple of rounds have green guys, then there’s red guys, then another wave of green guys, then an orange guy, then RNG from there (just so the first bit of the gameplay session is a bit more bearable). Also, it did tend to get a bit frustrating when the boss fight repeatedly went into the ‘unable to attack the boss’ phases without any opportunities to fight back being offered. Finally, it was a little bit frustrating when one of the gun enemies was hanging out barely off the edges of the viewport, because, if one’s mouse went outside the viewport in an attempt to point the stick towards that enemy, the game would cease tracking the location of your mouse (whilst they would still be free to retreat and keep shooting). Therefore, some means of preventing the enemies from hiding out of bounds like that would be appreciated.