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(+1)

I discovered that the game has a slow mode only after the ending.

Why not add mouse support to the controls? For example, time slowdown on the right click. Pressing Q while using WASD for movement is extremely inconvenient.

It would also be nice to restore one unit of HP when picking up clocks. Otherwise, even on easy difficulty, 98% of players will give up.

I didn't drop game is only cause discovered that boss is broken and don't restore HP after char's death)) So, something to think about.

Character design from the icon contains some really worthwhile vibe, I thought it would be a story telling rpg, autobattler, or smths with numbers, progression and fights but unfortunately nope.

Controls themselves, the look of the models, and the overall quality of execution are very nice. With skills and art like that in a more lively direction (rather than bullet hell), you could really succeed.

Hi thank you for playing!

I initially had mouse controls set up, but I temporarily disabled it cause I was getting annoyed by using an ability when I just tried to click somewhere in editor, then in my sleepiness towards the end of the jam I forgot to re-enable it again :') I'll make sure to bring it back in the post jam update! Sorry for that! There ARE a bunch of alternative controls available as mentioned on the page :D (Usually we'd have rebinds too, but scope for the jam went a big too far and we didn't have time anymore D:)

The boss isn't broken, for jam reasons, this being a Ludum Dare entry, (we do want to motivate players to reach the end of the game) instead of giving the player any sort of game-over, the time just turns back a little. Not sure if we'll get to implement a proper game-over / life restoring system post-jam though, sadly!

Thank you for the little review, it's always nice to hear what people think! :D