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This kind of game takes me back to the flash days of old, the series of "Do not press the button" where a hero button kills the dragon button, and is rewarded with endless supplies of Pie, to be indulged endlessly to a tune by System of a Down.

I consider audio the top performer of this production, and it used a clever trick to make the death sound: slowing down with death, speeding back up to normal with respawn. It's simple, but I can certainly appreciate it.

The dialogue's presentation is a weak point to tackle. For me, it was a slow moving unskippable text, working similarly to unskippable cutscenes especially when you have to repeat them. That said, this is a UX issue, and for your first jam, UX is hardly going to be something on your mind.

First of all, thank you so much! I was also inspired by certain flash games! I'm glad you liked the audio part.

Second, I really appreciate the feedback, and I 100% agree with you! I made the mistake of neglecting a sort of 'skip' function on the dialog, especially for those who don't really want to sit through all of that babbling haha. Things like that get especially annoying, similar to the repetitive bonfire walks to dark souls bosses, as they take way too long.