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A member registered Sep 05, 2022 · View creator page →

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mm that's true, tools being condensed from breath is quite perfunctory in the current state of the game.

the intention was that condensing tools could contribute to depleting a pocket of bright stuff entirely, so there would be some tension about where to create tools.

but as is, this can only be observed if you find a small pocket of bright stuff somewhere.  the amount of bright stuff required to condense a tool is just too small compared to how much bright stuff there is in a bigger pocket.


the instructions have a long way to go.  thankfully I had a playtester, or they would be even worse!

oh that makes sense

I've uploaded a mac version using godot's default export options.  I can't test it, hopefully it works!

I don't dare to assert that the ghosts made more holes than I made myself

space travel truly embodies "nothing can go wrong"

perfectly captures the feeling of cycling through the actively hostile infrastructure found in most cities, the cars and especially the curbs themselves are obstacles enough.

I'm not too savvy, but if the web version doesn't work, there is a download available for playing on desktop!

With [C], one can open the [C]reate Menu, where Breath can be converted into tools like rope and stakes!

If one doesn't have enough breath, it's best to find a safe place to rest for awhile with [5].

The log... should be very different haha

the idea with graves is to use the skeletons to damage them.  when skeletons die, they damage adjacent foes.  manipulating skeleton damage is really fun once you get the hang of it!

graves aren't dangerous themselves.  as long as we can kill enough skeletons to keep their numbers manageable, the graves will die eventually.