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(+2)

Very fun and very promising!

The whole "health is ammo" mechanic with the oxygen meter is really cool, though once you pump enough upgrades into it, the mechanic also becomes largely inconsequential...

That being said, this is only a demo, so I assume you've already probably got ideas to make the gameplay loop more complex, like the spike-flesh mentioned in a previous comment.

I would maybe like to see some kind of "minimal oxygen" difficulty? Something to push the resource management on runs to its theoretical limit, if that turns out interesting.

Thx for the feedback. I'm planning on adding new flesh types, some hazardous and others you can unlock in the upgrade tree. Regarding the resource management, it's something I'm still trying to figure out in order to improve that part but I agree that it's only impactful in the beginning for now. Thx again for taking the time to play and give your feedback :)

(+1)

No problem! I do actually have an idea that just popped into my head.

If you know the game Random Access Mayhem, one of the playable characters uses a flamethrower, and if you use it too long you start to overheat and eventually go kaboom.

Perhaps something like that could work? Holding down the flamethrower for too long causing heat to build up in your suit, making you rapidly burn oxygen till you cool down again? (Probably no need to include the kaboom part tho :p)

Gives an extra avenue for upgrades, based on both managing and maybe even using the heat buildup. But that's just my own personal idea.

I had that idea in the first place but since you are battling against time/oxygen depleting to clean the room, having to stop firing when you need too didn't feel great, but I'll think about it again.