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CPU: 12th Gen Intel(R) Core(TM) i9-12900H

GPU: GA103M [GeForce RTX 3080 Ti Mobile]

RAM: 32.0 GiB DDR5 4800

Game feels really good. This genre of manual, dexterious, precision mechanics is exactly what I like. I've played through Undertale multiple times, Deltarune, Cave Story, Hollow Knight, Celeste, osu!, etc.

This felt entirely skill-based to me. I beat it first on a touchscreen device and then twice on PC with the final being hitless. Playing on mouse was significantly easier but touchscreen felt intuitive. Best strat is obviously just stand still until the red triplet spawns and then make your move. Also abuse the fact that you can hug the left or right walls to avoid the knives on the far sides.

I will say this demo is very hard at first and that's coming from an absolute gaming warlord. As for the average bloke I imagine they think this is nigh impossible. This enemy requires laser focus. Personally I like it, but this is definitely boss-level. Would like to see one or two more mechanics during a fight such as this as well. 

A game with these mechanics is something I certainly would be excited for. Even in my own game development I try to strive for clean and tight mechanics like these.

As for the graphics, they are alright. I like that they have a more "gritty" look to some extent. Something about modern pixel are in a lot of games feels weirdly rounded and soft-shaded to the point where they all look same-y and overly organic. I would like to see something to make the characters feel more alive like in Undertale, where their portrait gets angry or something like that or becomes wounded.

There is an issue where the fake-cursor and the true-cursor can permanently disconnect unless frivolous mouse events are sent the the game to trigger a catch up.

Great work man. I've used Cocos Creator, GDevelop, and KAPLAY and it's always interesting to see what you are up to on your YouTube. It's an inspiration.

Thanks for playing and the feedback!

I'm impressed that you were able to beat the enemy on a touchscreen device as I didn't design the game to account for this form factor at all.

As for the difficulty, my plan is to design all enemy battles to be challenging at the LV1 experience. However, the level up system not included in this demo is there to allow the player to make the game easier for oneself as they win battles and use the experience currency to level up their attack power or hp.

Regarding the fake-cursor / true-cursor disconnect, would you mind telling me what were the conditions that lead to it occurring on your side. I can't seem to be able to replicate it on my end. Also, does it happen when you play the game in full screen?

(4 edits) (+1)

Your plan about the level up system sounds really good. That is such a cool diversion from Undertale's static difficulty and sounds very in-line with modern indie games. That idea sounds exciting to me.

The cursor disconnecting happens during fullscreen as well. It is triggered by moving your mouse physically very fast aka faster than the catch-up mechanic, and then stopping all movement completely. I could record it but it's pretty much as you would expect. It's agnostic to Windows, Linux, and browser.

Edit: I would like to add my touchscreen experience was on a Chromebook Duet Gen 9 which is a low-spec but 11" screen device. I would imagine it's harder on phones due to the smaller screen but I think a dedicated player could make anything work.

Edit NEW: if you are reading this, I am unable to post new comments because of a shadowban on this site or failed Cloudflare Turnstile implementation.

I would really appreciate footage of the issue if you have the time (an unlisted or public youtube video will do the trick or some other video uploading service you find more convenient). I can't seem to replicate this bug at all despite moving the mouse very fast. Does the cursor eventually reconnect or does the game become unplayable?