I'm a huge fan of the atmosphere of the game. The art, low lighting, and sound design complement each other nicely to create a tense atmosphere that works nicely for the theme.
I had two main thoughts while playing the game. The first one is that it could be good to add in some more visual variety within the maze, with some elements (even things like painted arrows) put in place to help guide the player to the exit. Since the maze is quite large, the visual variety may also help different areas of the map feel distinct from each other, which could be a type of reward for exploring in and of itself. The other recommendation might be to shrink the size of the map overall. The randomness of the debuffs does add a tense / risky atmosphere to the game, but along with that comes the risk of the player feeling like they had a bit of a cheap death. That isn't too bad if they die close to the beginning, but if they need to trek very far back to get their gold, it might feel a little more tedious to die to three mimics in a row or something like that.
Either way, good work!





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