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(1 edit) (+2)

I liked it a lot. It's very complete and surprising amount of content. The world permanence makes exploration and progress very enjoying.

It has a somewhat steep learning curve, some instructions on how each class works would be appreciated. The traps where you use a lever and get stuck are not fun, because there's no way you could predict it. I managed to get to the second floor, but each new restart from there left the last door closed and I had to go all the way to open it again (for some reason it doesn't persist as the others did, I guess it's a bug).

There was an enemy down there that I couldn't beat, I don't know if I need a specific team or just spam damage between runs until it dies. Anyway, I was frustrated to open the door again after losing to her. Random encounters get a bit annoying when backtracking. Also, I felt the first levers section was a bit long: maybe a bit less of them until you reach the door section may help with the pace.

I also feel you could do a strategic cut on scope (maybe some characters and enemies) and it will feel very similar, giving you more time to polish a bit those edges. 

But overall I like it a lot (and got me wanting to do something similar, I love the genre). Great work!

(+2)

Thanks a ton all of this is very useful feedback and confirm that's a bug or a trigger design oversight (probably one lever closed the same set of door) I'll see if we can fix it for a rerelease after the jam :)

The idea was strongly inspired by Mortol 2 from UFO 50 where you must throw a bunch of dudes at the problem until the game becomes beatable, strongly recommend checking out that collection!

Have to catch up with stuff today but will make sure to play and rate everything asap :D

(+2)

Gotta play UFO 50