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Thanks for checking it out!


Unfortunately enemies were a bit of an issue on this one - on the first build the enemies did basically nothing, and weren't much of a threat at all, so I scaled them up a bit in the early game, to still give the player the opportunity to feel that power level increase after buying upgrades, but it seems like I've been getting some split opinions on that after the 1.0 drop, so I'll definitely have to hit the drawing board and see what I can do to preserve that threat early while still making it fair - might just be as simple as reducing their health, in all honesty.


I've been working on a handful of tweaks for the boss fight, which primarily includes delays on attacks like the circular shot and the spread shot, to make them easier to handle, but unfortunately it wasn't something I was able to get in before the grace period ended, such is life. But it'll be up in the post jam build (just waiting to send it at this point, lol)


And I can definitely give the tutorial a once over - I originally had it so the indicator would point towards the next objective -> loot chest, pick that up, then melee enemy,  defeat them,  then ranged enemy, etc. but I took it out before submitting

To be honest I don't completely remember why, but I should be able to tack it back on, and that could be a helpful hint on where to go.

I also updated the menu to make it more clear that the tutorial is mandatory, instead of just leaving the start button on the main menu.


Thanks for sticking with it though, really appreciate the feedback, and I'll try to incorporate some alleviations into the build!