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This was quite a poetic one to end on, since it did some of the gameplay stuff I wanted to do, and very well!  It took me a while to get through the final gauntlet, but I have several excuses:

  • I'm so used to Q/E being turn, not strafe, and in a game that's so reflex dependent, I was really struggling to hit the right movement buttons.
  • Earlier in the playthrough I'm trying and failing to destroy an unalerted robot, so I get the idea in my head that enemies can't take damage unless they're alerted.  (I get wise to this not being the case eventually.)
  • I don't realize that enemies are respawning because the doors are closing for a while, and assumed they just kept coming.  The timer was low, so I start trying to brute force dash my way to the end.  (This too, I get wise to.)

Eventually I realize slow and steady wins the race.
And you know what, it was fun getting there even with my troubles. (At least it had checkpoints.)
Great entry!

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Thanks for tying out.

 The Q/E problem most had and it something i agree with, i wish i changed before it was too late, it bad mistake on my part.  

The enemies dont respawn normaly, you most likey come across other robots walking around. they only respawn if you lose as the game as reloading a save.  

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Video's finished uploading.
Looking back, I think they reset whenever I stepped on the check-point.

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Oh yeah that very possiable as i never intended players to go back to it so that could the what wrong. Thanks for pointing that out