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(2 edits)

Pretty neat for something made in a week. I could see a full game being made from this concept.

Enemies don't give chase and killing them nets no reward, not even the peace of mind of not having them respawn, so I felt no reason to fight them without the bow. 

It feels like the game rewards stalling a bit too much. Most of the time, the limited uses for sliding just force you to hit your head against a wall for a while to recharge with little consequence. The sliding mechanic itself is downplayed a bit by limiting the rows/columns you can use it on. You can often get stuck for a tad too long when you're surrounded by walls on non-slidable tiles as well.

There is some jank with sprites often not reading as what their mechanics are, and they often overlap in confusing ways, but the artstyle itself is polished. It is often not clear whether doors are locked. Tiles could use some visible seams too.

Weapons overwriting each other sucks. It reduces what you can get out of the already limited gamut of non-stackable upgrades.

The game is a bit short. If these stages are procedurally generated, the parameters could keep rising for a good while longer without breaking anything.