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(+1)

Really nice aesthetic, the models and world were done really well. I haven’t played many games like this but it was fun and seems quite promising, having to consider time over ammo was cool. Unfortunately couldn’t get to finishing the game after dying several times but I think I’ll try to come back.

At least with my experience of the jam build, the combat to me didn’t really hold my interest well. I think it was mostly on the lack of enemy variety and quality, so I understand that’s recognized and already in the works at least, but I spent most of the time walking backwards away from enemies and shooting them without having to consider much else.

Not entirely a critique but at some point I had six enemies trap me behind a pillar facing the camera and I honestly thought I was just trapped, but I got to shoot my way out. I also saw a few of the void blob enemies get stuck on the altar steps though, not sure if you intended that.

Great work!

(+1)

Apologies for a late reply! Thank you for playing our game, we are happy that you enjoyed it ^_^

Regarding enemies, unfortunately I had to dumb them down before the release due to issues in the AI code. I recognized the source of the issue the day before the grace period deadline and we didn't manage to restore nor expand their behaviours. In the next iteration we plan to refactor them significantly, so they are more reactive, act more like a hive and add more unique behaviours to each one. Likely we will replace or heavily tweak their models and add animations so they are more interesting to play against. Additionally, the environment will be more complex, which should add more tactics to the game.

Void blobs should not get stuck, we will investigate, thank you for reporting that <3

(+1)

Unfortunate to hear about that, but I understand it happens and it didn’t take away from the parts I liked. I’d love to give it another try after a new update!