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(1 edit) (+1)

Awesome job. I'll note as an Index user I did have to go in and bind a few buttons.

A good friend and awesome game designer once told me "Sound is free polygons." Adding an activation sound to the teleport spell and a ricochet sound to the orb would have added more to the immersion of the game than the guard AI did.

Thanks for the feedback! You're definitely right, sound would be highest priority if we continue working on this game. For the jam though, we felt like half the orb mechanics wouldn't have made sense without a working enemy. But maybe we should have prioritised sound over particle effects. Definitely a lesson learned for the next game jam. :)