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awesome sprites, those are some really stellar animations! in my opinion, adding a skidding animation for slowing down would be the icing on the cake, but other than that the movement is pretty fleshed out. I usually enjoy heavy controls with a lot of momentum, but I think the acceleration/deceleration could be increased a tiny bit in this case.

when it comes to combat, the game is way too easy — standing still and spamming attack should not be enough to win. the combat is very simple, and I found it somewhat repetitive by room 30 or so. the core gameplay is not bad, it’s just sorely lacking variety and challenge.

the aberration gimmick is conceptually interesting, but it falls flat in my opinion. in theory, being robbed of a random color encourages spreading out upgrades to avoid being blindsided, but in practice it doesn’t really matter. losing green has no effect, as enemies never posed a threat to begin with. losing blue is just a minor inconvenience. losing red is just a waste of time. it seems unnecessary that both blue and red doors effectively disable the ground pound. also, the uncolored door made no sense, what’s the point of running through an empty room? I thought it was a bug at first.

overall, undercooked gameplay mechanics with some really nice visuals. there’s definitely potential here!