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(+1)

This game has such a unique gameplay, but it is easy to understand and fun to play at the same time. It took me one or two rounds to completely understand it and after that, shutting windows and doors quickly became addictive. The whole game feels super polished. The light (love the color and the god rays), the ambient background and the empty rooms all come together to create a very strange vibe which is great.

By replacing the "Karen" model in the latest update, you took away the last point I found to criticize :D The new tentacle remnant fits way better and the particles + sound effect feel very satisfying when you remove a remnant. However, I didn’t quite understand what the circular animation at the cursor represents when a remnant is removed. What does it indicate?

The room generation feels very varied and surprisingly natural. Sometimes I encountered very long rooms with just one window, where the god rays would not touch every corner of the room. Can remnants hide in areas not touched by sunlight? In my case, if there was a remnant in the room, it was always close to the window and I got it.

The game already feels complete in its current form, and I don’t think it needs any expansion. It stands well on its own. However If you plan to extend the gameplay, I could image a game mode where you clear multiple consecutive levels (like floors in a skyscraper). When you shut everything you can enter an elevator and go up to the next floor. Each floor could get bigger and introduce new gameplay elements over time.

(9 edits) (+2)

Thanks for checking it out! Much appreciated.

The circular animation is the dissolve ability cooldown. In the published demo it has no much effect. However I'm prototyping additional types of enemies that can have hitpoints. You need to attack them several times, each time stripping one hitpoint. So there is a cooldown period before you can attack again. During that period, the sun may shift a bit and you need to reconsider your aim for the next hit. After a hit, those enemies may also back a bit or teleport to completely different spot in the room. It's a way to scale enemy difficulty within main mechanics constraints.

I may add smaller enemies as well, that are harder to spot but are not lethal. They just inflict some damage on you when the room is shut.

I'm testing boss remnants as well. They are not confined to a room but follow you around in real time and actually hurt you when close. The dissolve cooldown is a tactical consideration when going against them as well.

The last prototype has a key/lock system for doors and possibly windows. Some of them may initially be locked by spells and are unlocked with different "keys" obtained when killing specific remnants.

Regarding light reaching remnants: The remnant position within the room is currently completely random. I've implemented a check if a spot is reachable by light, but it's not yet applied to enemies. The light is always quite low and current remnants are rather big/tall. I've not yet encountered a situation that a remnants is not reachable. Even if it's positioned in a long corridor far from a single window, there are always doors to open and let the light from adjacent rooms do the job.

Yeah the general idea is to have a string of levels with increasing size/difficulty and maybe some bits of narrative that link them together.

(+1)

Cool! Glad to hear that you will continue to work on it. Those ideas sound great! I'm looking forward to the updates :)

Thanks! My main focus with the project is exploring this light mechanic more thoroughly, and see if it can be built upon enough for a full blown game. I'm trying to make sure it's not just a gimmick and that there actually is enough depth there. We'll se how it goes.