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(1 edit) (+1)

I failed on fourth floor. I will retry to actually finish the game later.

I really like the desperate feel the game give as you lost your characters one by one.
Solid implementation of the themes (Solitude + Cosmic Horror).

I was surprised to see that you could walk on some kind of invisible teleporter that move you elsewhere on the map. I assume its intentional, as this remind me of the sort of tricks you found in Dungeon Master. I managed to navigate the environment thanks to the automap, but if you choose to lose your mapper early, the teleport trick become really devilish. Mapper, my main character for sure.

Nice graphics. I liked the constant variations of the graphics, it bring life to the game, but also could become a little unpleasant after some time. Some adjustments would be necessary to be perfectly enjoyable.

I missed some feedbacks for looting. If I understand correctly, items are placed on the map but are invisible (like upstairs/downstairs) ? You only know there was some loot after you walked on it ? I like the classic tabletop RPG stats (3d6 for damage).

The save system and separate options for sounds/music is a very nice touch in a jam game.

From one azerty user to another, merci pour ce jeu, c'était bonne ambiance (˚3˚)~♪ .

Thanks for the detailed feedback, I'm glad you like the game.

I should have added an option to disable the wobbling. You got everything right about the things which could deserve additionnal feedback.

Items are indeed all placed, without any visual clue and even the feedback for getting items is only a barely noticeable sound, which should be louder, and when what you found is a weapon then a New weapon message under the Change weapon command which stays there until you use it but I should at least have put it in the middle of the screen, there was no reason not to put it there.

There's indeed a pair of teleporters which bring you forward into the corridor with a some piles of items hidden there (if you get back and also via a hidden door between the two).

The fourth floor is a bit of a difficulty spike. There's one more floor after this one. 

I like our similar implementation of the themes. Azerty is a curse when making games, there's always something I'm doing wrong.