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At first I almost gave up because it felt so hard, but the explosive bullets ended up carrying me all the way to the end. It also feels like the items can really change how each run plays, which makes the game seem like it has a lot of variety.

After a while, I found myself paying less attention to the trouble element, so it might be interesting if even the stronger items came with some kind of fumble or drawback. I think that would fit the concept really well

(+1)

Hello , Programmer of the Game here ,

To let you know there already is a "Drawback" which all Items have , each collected Item increases the Chance to Fail , however the increase probably was so small that it went over the Radar , thank you for letting us know

Sorry for Bad English

Thanks for letting me know! I completely missed that mechanic. There was so much going on during the run that I didn’t notice it while playing. I really appreciate the clarification.