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Imahilus

17
Posts
5
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A member registered May 21, 2024 · View creator page →

Creator of

Recent community posts

The plan was to have a good bit more content alright. You can get some glimpses of ideas that we had that we just didn't get around to. That did include event chains to spend time on that would lead to other events, etc. Essentially finding exploration paths that weren't as random. But alas, time got the best of us, and we didn't quite get that amount of content in.

Thank you for playing though, and for seeing potential in our game =)

Have to give my team mate CasterColumn the credit for that. I just half-suggested a sepia tone style; to which he responded by picking 7 colours and making some killer assets with that!

I consider the "just experiment" approach to be perfectly valid. The journal doesn't spell out how to identify the different diseases either, that is up to the player to figure out themselves, and to see how their treatments are affecting their patients.

So we're very glad that you can see the potential, and thank you very much for playing!

I don't really have anything to add to what my team mate CasterColumn already said; but did want to express my appreciation for giving our game a play =)

It is absolutely fine to acknowledge it isn't your type of game. We appreciate that you had a look despite that =)

You have some good suggestions there to better keep track of the game state for the player, thank you for sharing them.

And thank you for playing our game!

Well, bloodletting was a genuine form of treatment back then! =D
And, in the game it can also be a genuine form of treatment. Just one with a more obvious risk attached alright!
Glad you enjoyed the experience =)
(And yes, that is a bug that we simply missed, we didn't have that much time left in the end to test through all the randomized content)

Very hectic shooter because you're controlling your ammo as well as movement with the same hand.

Great execution and superb quality though!

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A cerebral puzzler with excellent execution.

Don't have anything else to remark on, really =)

I like the concept, and the terrain reveal feels good. It does nearly feel like picking up an ingredient is a penalty, as you'll effectively lose your sight, or lose your special bullets.

And I got randomly stuck on nothing 2 or 3 times while strafing backwards (knowing I wasn't up against the wall)

All in all, very compelling game with great promise. Just some kinks to work out; like maybe putting special bullets on a different keybind so you don't lose your sight.

Simple enough concept that has been done a number of times before, but it is done well. As mentioned, it is very hard to actually select an upgrade as opposed to randomly clicking one while you're attacking. Other than that, the gameplay is smooth, so kudos!

Only suggestion I'd have for ye is that I only really saw 3 kinds of upgrades; guardians, random bolt and bomb? Could be interesting to consider the different elements behaving very differently; like rock and/or water be used to manipulate the map, whereas fire and wind are more directly offensive, like how the upgrades are at the moment.

Could use a little bit of guidance at the start, as I was wasting energy walking into walls. But was suprised to see the inclusion of mini-games for the note and the chest. Awesome work, well done!

Interesting little puzzle platformer. Makes one think, and executed very well.

Had a quick play. The rats should stand out a bit more, and maybe take some knockback, but the atmosphere and general controls felt on-point. Good job =)

This is an interesting little game. High quality assets and decent execution on everything I've seen. Still a bit unfinished, but have to commend the focus on gameplay over polish =)

Kudos on getting so many systems to work! And with a decent level of polish to boot. Quite an achievement.

Interesting puzzle; feels very escape-room-esque!