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Thank you so much for taking the time to play through the game and write such detailed feedback — I really appreciate it. I’m especially glad to hear that it was playable to the end and forgiving enough to encourage retrying; being easy was very intentional in the overall design.

Regarding the attack button, that’s a fair point. I was really torn between "J" and "E" button, but i saw that "J" was most common used while i did not comfortable with that, i do not know why i did not used both.

About the audio: One limitation I ran into was that audio balancing in the editor did not translate 1:1 to WebGL, and didn’t get enough passes to re-test and normalize everything properly in the final build. I started my game on the last 9 days of the submission period. That said, I’m glad the sound cues themselves still communicated actions clearly.

As for the art consistency, Because third-party assets were forbidden and the scope was limited, I built backgrounds directly using Unity primitives (squares, capsules, etc.) and experimented with different silhouettes and behaviors of enemies. In some areas, especially where multiple enemy types appear in the same environment, this does amplify the feeling of inconsistency. With more time, I would definitely unify the visual language further, particularly between enemies and environments.

Overall, I really appreciate the thoughtful critique. This was very much an experiment in minimalist design under constraints, and feedback like this is exactly what helps refine it further. Thanks again for playing and sharing your thoughts 🙏