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(+1)

Very cool game mechanic! Choosing who to get rid of adds a nice twist to the game :D

I'm torn on the visual style. It's very nice and distinct, but with the instant step it's hard to see how you are moving because sometimes the screen stays exactly the same. For me it makes navigating the dungeon very difficult without the minimap as I have no visual reference of my movement. Also after a while my eyes started to hurt a little due to the wobbly animations, which is something I haven't experienced in a long time lol. But this means that I won't be playing this game to completion :'(

I thought a dead end was a dead end, but it actually was stairs to the next level. Could use a visual for that I think :D

One problem I (as a player) also have with instant step games is that I sometimes move a lot while being attacked and I don't notice it until it's too late. There are sound cues here but they don't invoke the need to stop moving for me until it's too late. But again, that's mostly a skill issue from my side :D

I like that the UI has everything I need to know about what I can do. Excellent way to show all that information without having to jump into tons of menus.

Overall though, pretty solid game! Really loved the main game mechanic :D Well done!

Thanks! 

Sorry for not including an option to disable the wobbling. I agree you often get to take 3 extra steps before realising you're getting shot for multiple wrong reasons : the sound is light, there's no visual feedback, at least as an option the enemies' turn does not even have to be instant when they're attacking you and probably more things. The game would definitely befenit from more feedbacks about various things anyway.

I'm happy when people like the main mechanic. For these small games I'm trying to make menus which would not work for bigger games (more types of items ...) but which might require pressing less buttons in these games yet I'm never sure it's not completely awful so even it's not perfect I'm happy you mention it too.