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(+1)

The narrative concept about venting and relieving frustrations is super nice. And the overall vibe and aesthetics show promise.

Gameplay-wise I found it a little hard to fully get behind for a couple of reasons:
- The amount of inputs required for the simple attack felt a lot. I was almost always holding directional inputs, space, shift and LMB--the ability menu felt a little redundant as the mouse controls didn't seem to have another use? Unless I missed something. I also stopped using the other two actions as they felt less impactful.
- I found it hard to tell where the player and enemy health was, so was shooting them without any real plan of when they'd die. And I wasn't sure if there was a way for me to recover health.
- I also wasn't sure where to go really
- Some SFX for movement, taking damage, hits, attack, etc would be HUUUUGE as well.

I think the main thing from all that is just clarity, as I felt quite confused about the systems. But I did like what I understood.

Please give my game a shot if you get the chance :) 

Thanks for the feedback! More music and sound effects will be added soon of course, I just wanted to focus on the mechanics and worldbuilding.

Yep, I will be removing the holding of Sprint and Action to where it will instead be a toggle. I also didn’t really explain how Slice, Shock, and Shout work. Using the right ones corresponding the icons on the Beings will get you closer to befriending them, doing the wrong one 3 times will aggravate them and become an Enemy. Shout and Shock actions can’t effect Enemies and you can no longer befriend them, so you can only Slay them with Slice. I’ll add more text at the start as those are pretty big mechanics.

The health is never actually shown, for the Player only at low health. I did look into adding more states of that Player breaking for higher health but I will still keep the health for Beings hidden. I’ll also add more effects to signify player healing, as the Player does heal over time.