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(+1)

Not bad, a quick and overall easy game with simple mechanics. I personally think there's a lot of potential this could evolve into, from a metroidvania style adventure where you unlock different powers that Hannah didn't study/practice to use in different parts of the mansion, to a simpler level-based system that involves mechanics unique to the level (enemies having an AOE attack in one stage, while another has enemies that rush you down), or maybe a more rougelike game where you get your choice of upgrades between stages. Excited to see what you might come up with! I would however like to point out that the boss not having a clear health indicator makes the fight feel tedious, so maybe an indicator on how much health it has left somewhere to make it clear that you're making progress, not just throwing projectiles at a brick wall?

(1 edit)

Hey thanks for playing and for the review! We actually do have 3 more bosses conceptualized that we just couldn't fit in for the deadline (mainly me struggling with code haha)

The original plan was also to give the player new abilities after each boss too. I'm still working on this, and I love doing extra updates after the rating period is done, and adding extra mechanics based on those abilities is a good idea i hadn't initially thought of. I'll see what I can do!

As for the boss HP, I think that's a great idea. I suck at UI design though so a bar on the screen for them might be a bit much. I'm thinking either showing the boss getting covered in sealing talismans over time (the things you throw), or maybe having his shirt tear apart based on damage might work?

Thanks again for playing! ^_^