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(1 edit) (+1)


-The game made me feel a bit like "wtf" which is great, experimental indie stuff.
Positives:
-fun voice lines when people die and stuff.
-good music
-music and clean visuals sort of give it an absurd world corporate vibe, reminded me of portal. 
-unique enemy designs 
- gun designs, recoil (pistol should shoot faster perchance)

Negatives:
-lava balls enemy is OP
-movement feels wrong but I don't know exactly what. I'm playing Ion Fury these days so high standards.
-you can swap guns to an unused gun slot(1 or 3 before you get the shotgun) which brings up nothing. make scroll wheel scroll to the next gun which you have some ammo for?
-map design isn't great, some loops are fine but I think you might benefit from doing longer linear segments. it feels like the entire level loops around the main chamber which is split to smaller pieces.
this sort of looping design might be for "advanced level designers" due to being harder to do well, dunno.

Most crucial issue right now I'd say is stylizing level graphics so they have more than just grey.



Not sure where you're supposed to go now, I had to jump down from where the key was, two buttons on this floor and one below(moat) didn't unlock a bridge to the door. got stuck.
(1 edit)

Thanks a bunch for the detailed feedback! I really appreciate it. I'll keep tweaking it to try to improve it. Once you get the blue key, assuming the elevators are actually working like they should, you can jump off the platform where the key is and take an elevator back to the spawn. The blue door should be straight ahead from there. If the elevators are bugged (and there's a good chance of this, I've been struggling to fix a problem with them), there's a chance that you won't be able to get back up to the spawn area at all. If you can, though, here's where the door is:

Thanks for playing!