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Ngl, I really love this one, or at least it have a huge lot of potential. The game looks really pretty, and the music is also pretty viby. I also appreciate the bit of voice acting, even if they're just grunts.

I also love the idea of switching from top-down to over-the-shoulder for aiming, in fact, that's a gameplay idea that have been floating on my own head for ages, so I'm glad to see someone actually tried to implement it in some way. Granted, the sensibility on aiming mode is a little too much, it's basically impossible to actually aim on anything with precision lol, wich kinda breaks the whole point of it sadly, specially since I did see I get extra praise from the game for headshots. The top-down aiming on the other hand has the opposite issue, it feels too heavy, but the reason for that is because you guys kept the same "orbital-cursor-indicator system" for controller on the mouse version too instead of just making the crosshair follow the mouse freely, so since I couldn't see where my cursor actually was the entire time, it just felt like the sensitivity was too low.

The boss felt very broken tho, everytime I entered it's room the game froze for a few secs, and when it loaded he was fully invisible. The bullet ring also felt kinda unfair, since most of the time there simply wasn't enought time for me to get to the safe spot, and some other times the safespot simply was on the opposite direction of where I could actually walk (AKA directly into the walls), and since rolling doesn't grant iframes I ended up dying cheaply everytime. Every time I died the game got laggier too, and also froze for a little longer to enter the boss room. Sadly I didn't felt like pushing forward to actually beat it, I admit.

And I guess that's it, I also recorded my run so if you wanna see it just tell me