Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!

I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.