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(+2)

I like the idea, but the lack of healing and sending the player immediately back to the start makes combat encounters unforgiving. This paired with the fact that the player feels pretty slow doesn't make replaying early sections feel very good and makes them drag on. That said, I think the idea is interesting, coincidentally one of our original drafts was a concept of a game that never progresses past the tutorial, so I think it's really cool to see that executed.

(+1)

this is the biggest piece of criticism the game recieves, so i'll probably make my games easier from now on!

Well it's not really that you need to make the game easier, you must give the player the impression that's his fault for dying.

(+1)

I disagree, it would help  to make the player feel like it was their fault they died yes, but even still it wouldn't justify the punishment of going back to the start especially if there's no way to speed up the process somehow. Ideally, when a player gets sent back to the start, you want them to be able to use their knowledge of the game to advance faster, but it feels like you advance at the same pace every re-attempt.

i totally agree, if i wasn't super restricted on time i would have added some variation in each run possibly to spice things up