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I love this, but I am a big Isaac fan so that is not surprising. Movement speed may be a bit quick, initially, gotta make room for some movement upgrades. Enemies actually have some different behaviours, very nice. 

Still, I would add some patternbased enemies, meaning enemies that strictly move in set patterns, such as  square or whatever. 

Sheild-dudes are interesting, took some time to figure out how to deal with them, which is good. 

Run restart should have a command up after you die without having to enter the menu.  One map had an exit implied, hit the wall and got a jingle which I suspect means secret room, nothing opened though. 

Encountered a room early which may have been unbeatable, slimes spawned/split or however they work more rapidly than I could kill them which created a deadlock, even though I did use the skill move which creates the big flame.

Ah, found another secret room... you have to press E. Should have been able to figure that out. 

The music is lovely btw, the graphics are neat but the environments need more variation. 

Okay, slimes seem to consistently be unbeatable to me, since they keep increasing quicker than they can be killed. Perhaps there is some trick to this I cannot figure out. 

Items do not need descriptions, but a subtext providing flavour or a clue might be cool. 

You can dodge over holes... the science, it is real.  Missed the inventory initially, the additional flavour is nice. 

The slimething does not happen in rooms with big slime, only in the ones with all small. 

Got cool lightning  bow, then got to impossible slime room ;_;  

Might write more, still playing, but I am afraid of losing this comment for any dumb reason. 1 hour in.