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(+2)

Ooh this one is really interesting, I always like the concept of selling your soul for power.

I do think sticking to the limitation this time is actually limiting your game!

Having the Demon Meter immediately game over you is a real shame, because I think there’s a lot of potential in having both playstyles? Like, imagine if you could still have a really high demon level, but instead of immediately dying, you can just get one-shot! So it’s more of a high risk and reward rather than risk (game over) vs only use the normal attack.

I also think the demon meter is way too strong for how much curse you inflict upon yourself. I did a playthrough where I only used the right click attack and won the game with a lot of demon meter left to spare. It also one-shot a lot of enemies, if that’s what you intended.

Some things I did like were the varied enemy designs! The animations were neat, I like that you had the skeleton’s melee attacks visually distinct.

One thing I can really appreciate is the absolute clarity of your levels. I can see where the enemies are, what projectiles are going where. It’s sososo important that this is clear to the player (unless intended by the designer) in this kind of game. I love how readable this game is! One veeery small thing is I had trouble knowing where to go after the one spiral enemy in the big room, but that could be fixed easily with a compass/background decorations/etc.

Fun game!

(1 edit)

Yeah the demon meter was something we didn't really get to balance out, since we were so tight on time (game was submitted real late, due to some issues trying to get the link and all that)
I toned it for the sake of being completable, but I wanted the demon meter to be more ruthless. And we kinda thought we'd have a bit more time to add a boss that would of pushed it's use alot. Though I do really like the suggestions, since it makes the demon meter feel more like "living on the edge" rather than "instant doom"
Though if you saw my other game I was working on, you'd know I rather enjoy the feeling of "A curse to die" quite a bit.  Though that one is more long form.

Anyway,  yeah enemies basically die in one hit because I didn't get enough time to actually buff enemy health. Which caused some enemies that really needed more to basically be glass cannons.  Though it was meant to be extremely strong to incentivize use, especially with it's more unique wall piercing utility. (I wanted to make the player less fearful at the start, increase that confidence so they don't get scared away from using it straight up.  But tweaks needed to be made)

Anyway, the animations and level design are all on Mallvmo this time around.  So I won't speak on that.
Thanks for checking our game out.