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Interesting battle concept and good use of the narration with its mechanics. That you have to retry many times to do better than guessing.

At first I was very confused about the navigation. It probably was due to the keybindings being called left and right which made me think it was strafe left and right, while it was actually turn left and right. And since the map required a few presses to get into and out it wasn’t at all obvious at start. Once I realized it, navigating became natural.

I also missed the tutorial before I played but I managed to explore a fair share of the map before becoming mad. My strategy was mostly taking rows that showed blanks as much as possible. Not sure if that’s actually smart or not.

I must admit though that when I saw things on the floor I though I could interact with them somehow, but going into the menu system I didn’t understand “Ground…” as being pick up / interact / search that type of thing that I would have expected.

I also forgot to read the prompt about the memory in many rooms simply because my mind saw the puzzle in the middle and zoomed in on it. Perhaps it might have been good to put it a bit more prominently?

I’m guessing with a D-pad the going in and out of menus to map and back especially backing out, must be a lot more natural. It kept me avoiding the menus.

Hopefully this doesn’t read as me being overly critical, it was a nice game and it had interesting ideas in it.

A lot of excellent information about yer approach to the game.

Thanks for more than a one sentence review.

Yer review has caused me to consider how I make use of game pad controls to incorporate more of the buttons.

This game, as many of my games, are designed for an old school NES gamepad, and further more, to only use the D-Pad, A, and B.

I think that had I used Select or Start to bring up the map might have helped here. I will try to keep that in mind.

Thanks for giving it a go.