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(+1)

So, I think my biggest complaint against this game is that the way to face off against the final boss wasn't clear enough. I was at stage 9 and difficulty 40 when I realized it was there, so I finished the game at a time of 29minutes, 37 seconds, with 138 items. This wasn't even that much of a problem since I'd only somewhat gotten bored, but it meant that when I did face the boss my hp never got a dent even when I just stood there doing nothing.

That said, I think this is the game entry I'd most like to see go somewhere after the jam so far (for context, I've got 19 entries left to try). However, I think the balance needs a lot of work. The game was hardest right at the start, mainly because of needing to find ways to gain more time before the enemies started spawning enough. After 2 stages I didn't need to care anymore and after 3 stages I stopped caring much about hp either.

Still, most of the elements are beyond what is typical of a jam. The only other thing that bugged me was the ranged attacks being a little too hard to dodge at the beginning of the game. I would've preferred they speed up later.

(+1)

Thank you for playing! I definitely struggled balancing Stage 1 the most throughout development. It's hard to find a sweet spot of letting the player gain enough time to loot things quickly versus overwhelming with enemies-- and of course, having later stages increase the amount of enemies spawn to add to the difficulty, and such like that. Things like the Smokey shrines and AO-Chan are there to help mitigate that and make Stage 1 go a little faster,  and a typical run should end on Stage 3 (Immerred being Stage 4), so the balance is designed around that. Looping is mainly for fun or if you feel your build isn't quite where you want it at to fight Immerred.

I do plan on a small content update post-jam just to add in the remaining enemies I wanted to during the Jam but didn't have time for, as well as some touchups to Immerred's stage and some more room prefabs.