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This game really feels like a massive waste of an honestly not that bad concept. If you had focused less on content and more on game design, removing the whole generic roguelike design methodology for something simpler and less orthodox, it couldve been amazing. What about making the boomerang not throw out a high rates? Controlling the arc and the curve of the boomerang manually? Focusing more on concepts such as shielded enemies? Forcing the player to have to catch the boomerang to throw again? It doesn't much feel like the game was made around the boomerang, rather than the boomerang made to fit a roguelike game.

Despite that, the presentation was decent. Good audio and nice visuals! Though I would've preferred a better usage of the pixel upscaler, though it was alright. Audio definitely carried a lot of the experience, I especially liked the sfx for dying. Very dramatic.

In terms of enemies, I liked the concept of shielded enemies, but I didn't like how the little shielded enemies could have their shields broken by hitting them from behind (?). Big spear guys couldve also had windup to their attacks, fighting them felt like staying just outside their reach but also being unable to use regular boomerang throw against them constantly.

The game was well polished, theres some bits which are a little rough but overall that part is nice

Good work  though!