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This was fun: the controls are responsive and the combat satisfying. The main thing to improve would be variety as the game became quite repetitive in terms of both level design and strategy. Being a Roguelike I assume there is some randomisation of layout, but apart from bosses most of the rooms seem identical - perhaps some variation could be introduced, like rooms with walls that can be used as cover. At first I played about with different strategies, changing size and weapon, but I soon realised that biggest size plus laser was basically an undefeatable combo so I used that in every room. I got to the end of the game without ever running out of ammo or dying, so the player's stats could definitely be reduced (and loot drops less generous). The corridors between rooms do seem too long, and that was the only reason to shrink so I could get through them faster, although the time  is useful for regenerating shield.

Fix those issues and incentivise the player to switch up strategies a bit and this could be a really good game.

Thank you for playing and for your thoughtful feedback. I really appreciate the suggestions you made about the level design and strategy, and I’ll be making adjustments in future updates. You’re right — there aren’t many rooms with cover or walls yet, and some layouts do feel a bit repetitive. You must have played very carefully to notice that!

And yes, I also enjoy going for the “big size + laser weapon” combo — it basically turns you into an unstoppable force, especially in rooms with lots of small enemies. It’s hilarious. I’ll definitely work on balancing the player stats better, because a polished game needs well-coordinated attributes.

I also use the small size mainly for movement, but it seems I’ll need to narrow the hallways since many people have mentioned this issue.

Thanks again for taking the time to play and for your valuable suggestions!