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(+1)

This put my mind into "let's play a fun ass game" mode instead of "let's review a game jam game" mode.

For something developed in a month, that is a significant achievement.

The framing is really good. Seeing snippets of the characters between runs, tying progression through the dream to acquiring the sleeping pills, tied the narrative and gameplay halves together nicely. And the gameplay was good as well -- fast, reactive, with plenty of upgrade options. That, plus the amount of effort that went into different map designs, kept me entertained for FAR longer than game jam submissions usually do.

If I had one critique -- damage is really important in roguelikes. The fact that the arrows are so hard to see, and that their damage sticks around for the rest of that floor, was frustrating at first. Eventually, I figured out how to play around it, but that's the thing -- it felt more like playing around it. Clearer contrast between the arrows and the background would make damage a lot more predictable, and probably would've led to me completing the game quite a few runs sooner.

Not that I'm complaining. This was great fun, and an astounding amount of effort for a one-month project. If you choose to develop this further, I will most certainly follow it ^w^