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It’s a really good idea, but dying in one shot makes the game very difficult, between having the skeletons that can snipe you out of nowhere and your previous ghosts sniping you while they try to shoot said skeletons, it feels like it needs a bit of balancing… i honestly got the furthest when i just did a full reset, and didn’t have to worry about my past-selves killing me…

that said, it’s really cool to have a proper roguelike in a jam (at least it seems procedurally generated?) and it seemed like i was softlocked a few times, but spawning skeletons that drop chests that can have the key you need is a very clever way to get around that.

i think this game could be really great with a bit more balancing, and i think it’s overall a good game, like many other jam games, it just feels like it needs another day or two.

(+1)

Thank you. This was really one of the first games I made for a game jam where the game idea really has potential that is already showing in the jam version. And I really want to continue this after the jam. As you said balancing is the main thing to work out. Currently difficulty and skill don‘t really match up. I will be working this out over on GitHub though and there will be a postjam version. If you would like to check that out I would be interested in hearing your feedback again.