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Congrats on a very interesting unique game mechanic, I love building the level as you go. The visuals are great, and the sounds and atmosphere are good too. 

Sadly I never got near completing the game as I really really struggled with the controls...If you'd presented me with this control scheme back in the PSX days, no problem, back then every game had a unique and idiosyncratic control scheme that had to be learnt, but with the standardization of  control schemes in recent years that are now so instinctive and ingrained, i found it nearly impossible to maneuver as I wanted to the moment I was under any pressure. Also a bad run of luck saw me have an apprentice spawn in the 1st or 2nd room I nearly every game.

Beyond the controls (which may be more down to me than the controls themselves) I felt the UI was the only place the game was lacking. I picked up what I assumed were bullets and keys, but the inventory just showed some numbers next to different coloured squares, so I wasn't sure what I had in there.

But those 2 points aside, a very cool game, and a mechanic that I may well take inspiration from for a future prototype, and see what I come up with. Great Job!

Thanks for such detailed feedback. I definitely plan to add an optional modern control scheme later on. However, for now, I intentionally designed the controls this way to create a sense of discomfort and heighten the player’s tension — and I think that experiment worked pretty well.


The core mechanic isn’t originally mine — it was inspired by Blue Prince, which I highly recommend checking out if you haven’t played it.

As for the apprentice, if I remember correctly, he always spawns in the second and eleventh rooms 

Yes you absolutely succeeded with that goal. I did wonder if the control choice was aimed at helping sell the feeling of panic when spotted, and it certainly did that!

Ah right, that makes sense then.