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A WONDERFUL entry.  Well done!

-SO much polish!  The menus, examining, within-reach-interaction, light, awareness, running (with some momentum), that line pointing to the object on the map when you examine things, an ending, and just all the description content. 

-And game-wise you've got a variety of mechanics for dealing with the various levels of monsters before you have the option to simply shoot everything.  

-Good balance of light sources so it doesn't feel oppressive but still gives that sense of urgency. 

-The wounded ancients run away, nice. 

-When Karl shot me I thought the near-death timer was, you know, terminal. I hadn't found out you can inspect tags. And that seeing the ancient city was the end as you bleed out.  I thought "How amazingly well timed was that"

-oh ho! when that dark area started moving towards me. 

-Spelling error:  Its pale eyes stared at med with anger

-I think sprinting should probably recharge by X every turn spent not running rather than recharge to a full 12. 

-When examining a tile with two things on it, it can flickers between the two.

-...I'm grumpy the hunting rifle didn't have longer range.

-No I won't get up. I won't get up for my life. For you've a glimmering object, and I've but a kitchen knife!

-I never had the guts to set off that annihilator device, but I wish I had kept it for the last level.

Thank you for the nice and detailed comment, I really appreciate it! I'm very grateful for the way you've summarized your thoughts while playing. I love your story about reaching the city while being near death. I agree, that would have been a great ending. I wish I could plan something that well XD

Thank you for spotting the spelling error and for the bug reports. I agree with the feedback about sprinting, good point!