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This one has some very, very interesting visuals, atmosphere, and an interesting concept overall it feels... but something feels a bit off about the execution of this one. Randomly taking damage from seemingly nothing, enemies respawning seemingly whenever they feel like, checkpoints placed directly on top of enemies... it does admittedly, in a weird way, add to the vibe, but with the game currently lacking an ending (according to the download page) and as a result lacking a payoff, it's hard for me to make of it if that really makes the game better or not.

What to me doesn't add to the vibe as much is that the game kind of ate my jump button sometimes if I tried jumping after landing from a dagger throw., in a game that seems to want to involve fighting enemies a lot and jumping a lot.

...that being said, the randomly taking damage is a bit of a problem given that the game is actually pretty tough. Hm.

I... think I like what I experienced here though? But it's very hard to explain. The vibes and atmosphere are carrying this one a lot. I also want to see what more you can do in the future if this is anything to go by? This is a very interesting oddity of a game.

I, uh, think if I were to have one recommendation for the future? Since, I'm having a hard time collecting my thoughts into words here properly other than this one... You seem to have nailed a lot here, but I think the thing that felt off to me in a way that didn't quite benefit the game most was the level design. Things like the checkpoints having enemies around them, enemies that are placed exactly at the end of platforms so you're basically guaranteed to get hit by them when you jump across said platform, things like that, if you could maybe tune that a bit better so the enemies in question only feel threatening but actually are relatively weak enemies that don't do much damage, making it feel more unfair than it actually is, I think it could contribute to the vibe without the issues that the current setups have gameplay-wise.