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Spoilers below.

This game feels like it's made for mobile devices, which is an interesting choice. I think there's SBIG potential there, but I didn't really enjoy it. The minigames are... cryptic. I eventually figured out most of them, but I still have no idea how the variant of the flying bug minigame with the hotplate is supposed to work. It also feels more like you're being penalized for doing badly at the minigames than rewarded for doing well, like the battles are balanced around doing perfect at the minigames.

The humour did not land for me, at all. I do recognize the style, I do understand what you were going for, but it's just not my thing. The references, similarly, flew over my head.

Honestly, the biggest hangup I have is that the game simply overplayed its hand. It's enjoyable for a while, but super repetitive and its quirks go from fun to frustrating fast. The janky controls and irritating minigames have a lot of novelty and cool factor, but once that wears off, it's just janky and irritating. There's also a bug where tapping the movement control teleports you to a location in the middle of the map, which was funny the first time and annoying the fifth.

The last three battles were three battles too many, and for some reason I didn't regain HP between two of them, making it a lot more tense than it should have been on top of being just tedious. Not getting an ending after those battles was really a punch in the throat.

I did like the graphics, and the music while it lasted. Alas, the music doesn't loop.

Yeah I really spent too much time building an expandable combat system, which I didn't even expand it much after I realized that the mini-games should be the core part of the game, not the combat system.

I actually had some ideas to make some of the lower-cost actions situationally better than the higher-cost ones. For example, the Gunslinger was going to have a reload mechanic, where if he run out of ammo, he has to not collect any energy for him to use his reload action.