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Great interpretation of the theme. The tutorial animations and levels are a great help to understand the main mechanics. I like some of the finer details like achievements and having the cursor change color when aimed at something. One of the things I'm not a fan of would be the need to exorcise the wisps to unlock further levels. I can see it being an extra challenge, but adding precision shooting into a puzzle game doesn't fit very well to me. The objectives are also not shown before finishing the level, so I don't know what to aim for at the start of each level. 

Overall, I think the game is executed nicely, especially after considering the limited time available. Good job!

(+1)

I'm glad the tutorials helped! I wasn't sure if the players would understand the game with just written instructions on the game page so I tried my best to include tutorials in the game itself.

I describe the game as a puzzle-shooter, an unusual genre combo that I went for to try new things instead of going for the same I already knew. The wisps were not in my original idea but the game felt too simple without the additional challenge. I felt the game needed that adrenaline surge moment and something to hinder the player while they're trying to time their shot to make things more interesting.

I agree that it would've been better to show the objectives at the beginning of the level, so that the player can plan their moves accordingly and avoid doing replays. Hopefully by the second or third level most players understand that they need to be smart with their bomb placement and aim for using as little as possible of the dynamite stock.

Thank you very much for playing!