Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Well this was a very interesting entry. I like the idea of fighting through a dungeon of your own inner demons and anxieties, and trying to either deal with or avoid troubles to seek help (in this case pickup items).

The combat as you likely expected was confusing at first, though once I got a handle on it I thought it was great! Whether it's intentionally trying to dodge getting hurt by painful memories and thoughts, and soft-avoiding them by clicking on a row with few or no questions marks or X's. Or trying to nail down the last little problem and attempt to heal. It felt very thematic that as you focused in on the memories they got easier to deal with but harder to eliminate.

Graphically I liked the Akalabeth/Ultima throwback wireframe look. And the music and effect felt fittingly retro.

I know its part of the old school aesthetic, but I also found it a bit tedious to have to cycle through a menu multiple times if I wanted to pickup two items in a room. A "pickup all" option might be a nice addition in future games. Just my 2 cents.

I guess FYI for feedback on how much players understood the mechanics, I didn't know mindfulness or CBT did anything until I read another comment here. I also thought Red Pill was going to be harmful like "Oh no you started a podcast and are trapped in the dungeon forever!"

Overall though I liked this one more than I expected, it's a solid entry with unique concept and mechanics that manages to combine the old school graphics and interface with modern mental health discourse. I hope your own journey goes smoothly, thanks for sharing and great work!