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(1 edit) (+1)

Hey thank you for checking it out, In the past few days I improved on a bunch of stuff and I hope to put out a new demo soon

I rebalanced weapon damage, added feedback for hitting enemies with some knockback and blinking, made movement more interesting by having Cirno float and be faster but still kept the precise movement of focus mode, increased ammo for other weapons, fixed the weapon ammo counter in the hud, made the camera slightly pan towards the cursor or aiming direction so it's easier to keep what you are shooting at in sight, I remade a lot of graphics for floors and walls to be grittier and look better, ability to rapidly switch weapons through the mouse wheel, and I'm about to replace the cursor with an aiming reticule so it's less annoying to aim at enemies with the mouse

You are right about the alarm mechanic, I still haven't managed to use it to its full potential, alarms are supposed to spawn new enemies through teleporters and off-screen as long as the alarm is playing but I haven't implemented it yet, I'm considering adding more to the alarms mechanic even in roguelite mode to spice it up.

Story mode will get an overhaul eventually, I'm planning to better pace the exposition in the intro and in the tutorial, making text skippable, and optional dialogue nodes.

Finally, the bullet freeze mechanic is still in early development, I'm planning to tie it down more to the motivation mechanic as a way to gain more of it by freezing a lot of bullets together, motivation is the principal currency for player lives and the current way of gaining it is too slow