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Congratulations and thank for you sticking through it and finishing the game! :)

> Not sure whether this is just a matter of taste but I didn't love that you can't know when there's a door behind the tile next to you,  

Not sure I got this one, you mean like in one of the walls in front of you, but left or right, you cannot see if there's a door? Or you mean at the tiles left or right of you?

> the cooldown-based combat overall works in the context of the game but it's still a bit slow and not super exciting the rare times you really need to engage with it to death.

Yeah, I think it works when you can maneuver around, but if you are pushed against a wall, it's a bit underwhelming probably.

> It's slightly off-topic but that's also the first opportunity I have to thank you for everything you're bringing to the gaming community,

Thank you <3 <3

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> in one of the walls in front of you, but left or right, you cannot see if there's a door?

Yes, what confused me might have been that a door appears as a wall in this case while it appears as a normal navigable tile in some other perspectives, I'm not certain.

Yeah, I cut some corners there because of the time constraints, like, doors are only rendered on the wall directly in front (not in the walls left and right). Guess it'd make sense to fix it post-jam.

Thanks!