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(+1)

-Controls are fine enough(would somewhat prefer spacebar to jump), and the prompts for interactables is good.

-Death into respawn took forever, I hope that's only for the first death.

-Got confused after getting the weapon, feels very gamey(in a not so good way) to make me attack a switch through a ceiling to open the way.

-Nope the long death animation is every time, lame. You get hurt very easily at that, so it's a massive waste of time. At least you keep equipment and switch state after dying.

-Getting contact damage from enemies is lame, you're already risking getting shot/stabbed at point blank. At the very least limit it to when they jump on you.

-I fall down the fall trap and die, le epic troll.

-I use the rolly polly to hit the enemies, and they try to kill it, fun interaction.

-I jump over the fall trap and proceed to get the only good weapon, the bow.

-I then mopped the floor with the enemy and reach the end.

So I only died like 4 times, but it was painful because of the animation length. The combat felt too easy to get pummeled, directly proportional to your equipment. So bare hands > stick >>> bow, from hardest to easiest. And that is mainly due to the contact damage, though in part it could be my playstyle lends me to being closer than I should.

Decent game besides the difficulty, keep up the good work.

(+1)

Thanks for playing. I think I might remove contact damage entirely for enemies that already use weapons, that makes sense actually. Combat and difficulty needs tuning in general. The bow is a bit op right now simply due to unlimited arrows, which will probably not be a thing eventually. Maybe with a special quiver. I will speed up the death animation or make it skipable, it's indeed a bit on the long side. I'm glad you noticed that the enemies try to eliminate the rolypoly if they get hit by it, there's iirc a 50/50 chance that they either go for the rolypoly or for the player.