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It felt short, but that just means it was fun enough to make me want more! The final level was challenging but achievable, although it was very easy to get soft-locked if the random floor decay blocked the chokepoint for the key.

It looked a bit like a prototype, which is probably what it is and you were just limited on time, but I would say that you should definitely focus on some art polish to improve the experience, particularly for puzzle games like this. Music makes a huge difference too, even just a simple beat, with a pitch-shift during the card effects.

WASD is strongly preferred over arrow keys.

thank you for the feed back. Im planning on working on the game more and publish it as a mobile game.  WASD would have been better for sure.  Yup definitely need to fix the soft lock and add music hopefully i can get all that by the end of December. Also i couldn’t figure out the light thingi it looked way better in the engine but then after i exported it. It looked way worse