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Thanks for playing and for your feedback! ^^

As for the visuals, they're intentionally inconsistent (at least between the characters and the environment), because it was meant to show a sort of collision between two worlds (the one Fletch is from and the poolrooms-esque location), but we didn't make it clear enough or emphasized it enough due to a lack of time. >.>

Rests are randomized, so getting a long string of them is nice! ^^ But this game does make basic enemies harder for every encounter you've done so far, so they do make the fights after rests trivialized before a difficulty spike at the boss. As for the game over screen, sadly we didn't implement that in time. :(

The orange shield is meant to represent magic armor, which blocks magic damage. Definitely should add a way to clarify that and other icons in the future.

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If the graphics of the pool world are different to that of Fletch's home world, why are the enemies in the pool world in the same graphic style? ;)
I like that idea, but you would have to follow it through to make it obvious to me!

Haha, fair enough! ^^ 


The artist was going for a vision where the worlds sort of "collide" and as a result enemies from both the home world (like the mousechilla) and the pool world (like the evil pool noodle ofc) are mixed together in the same style while the background remains of the natural pool world style. We were originally planning on a cutscene to show this but didn't have time to implement it, so it's definitely left very unclear, and I take fault for that because I thought we'd have time but I didn't anticipate all the last-minute bugs. >.>

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Haha, I know that feeling. Developing my game's systems took about a day, then making the intro cutscene took about a day! Definitely something to plan in for the future.