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The visuals are very charming, and the procedural generation is extremely impressive. Though the blur effect on everything more than one tile away makes it difficult to spot the tiny keys on the ground from afar.

Enemies were charming, and the fact that they stay around after you kill them is satisfying. But I would appreciate if their hitboxes would be disabled after killing, I was often stuck in a hallway waiting for an enemy to slowly run away from me.

I got completely lost, found a few bronze keys, but all the keyholes I found were silver or gold. Eventually found a silver key, and was confused when the keyhole appeared to do nothing. The keyholes being separated from the doors took me a while to realize. Lead to a chest which gave me a 'new weapon' but I didn't notice a difference in my abilities. I really don't have good memory, so the lack of direction/waypoints really got in my way, but I can see the benefits of that design, really does make you feel like you're exploring an unknown territory.

Thanks for playing! I have some loose plans to address most of the issues you've come across, I'm hoping that after an update or two the game will open up a bit more for casual exploration. There are two silver keyholes both of which give gold keys, which lead to the ending area, and you get more bronze and silver keys than you need. The whole key puzzle thing is somewhat of a temporary measure to give players something to do until I can expand the game properly, I may have gotten carried away with the complexity a bit.