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(+1)

the sort of pencil style portraits is cool, though it would be good to have different images for different situations like the lady in mullet madjack

mouse sensitivity settings would be good to have, bit too slow for my likings by default

the dialogue is really weird in an appealing way, with the characters directly talking about the underlying structure of the game they're in. lends it a bit of surrealty, and I hope that if it's placeholder dialogue then an element of that remains

side strafe is great, hover is good. other than the SFX and HUD, it doesn't seem very mech-y. even the height of the camera feels like that of an ordinary man

AGDG posters are a good reward for exploring lul

ended a level with enemies still alive nearby, that doesn't seem to make sense. I was rather looking forward to fighting them but stumbled into the Area3D and was whisked from combat

level design is a lot of size and not a lot of anything interesting. combat seems largely to be handled by shooting the enemy while strafing or sometimes hiding behind corners. you have some quick fixes for this in the hunting down turrets level, and I respect the audacity of just putting wireframe mode in as a feature, but I think the better solution would have been to put more interesting things in the vast expanse

i plan to remove the area3ds at the end of levels and create more boss fights in their place.

more portraits are planned but my artist is LAZY.

thanks for playing!