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(1 edit) (+2)

Raaah, I’m stuck on level 3, but I’ll get there!

The difficulty increases rapidly, but I think it’s well done. Then, with practice, you’ll be able to succeed. Whether it’s picking up branches (not corrupt branch…), monsters on the ground or in the air, each feature adds a welcome complexity: it’s hard, but I want to succeed, to try again, because I feel like I’m improving.

There is also a lot of work being done on the art. The background is evolving, for example.

I really like how the two bullets reload automatically. It’s useful, but also something you have to manage, like the traps. In fact, I can stack traps on top of each other. Maybe you could make it so that a trap stacked on top of another trap will also be consumed? To avoid just spamming traps near the fire, but to push players who manage their traps well to place them further apart to maintain their effectiveness?

Adding mouse aiming would change the dynamics of the game, I think. But I wouldn’t be against it.

Well done!

(+1)

Thanks for playing! We are very glad that you enjoyed the game! 

The game is really not easy, you can say 3 nights is the threshold, testing your strength. I liked your trap idea, I wrote it down in my notes. As for mouse pointing, we had this option during development, but we decided to leave such unusual controls for the gun, as it seems to us it creates the weight of the weapon