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I really liked how the level was designed and various areas flowed into each other. How there were corners of rooms cutting tiles and making them inaccessible and increasing the SF feeling of it all. I think though it would have been nice to see the room shapes a bit for even the tiles you couldn’t walk on because now it mostly paints out as a bunch of halls which makes it much harder to use for navigation.

It would have been nice though with these large areas and quite long halls to be able to hold down forward and just run.

I understand the systems didn’t get fully implemented and fighting was a bit unfinished with no way to regain energy. Or at least I didn’t find any. The game in general seemed quite turn-based, but in the fight it seemed like I could spam attack.

Also the mouse sensitivity. Scrolling inventory took for ever so I stopped looking while free looking was wild and very hard to aim on the chests.

Then, I don’t know if the game currently have any end state, but my computer crashed playing the web-version. Might have been because of OBS too. But that is the reason why the recording of the play-through just ends that abruptly.

Otherwise very slick looking entry and I’m always a sucker for a bit of SF.

Play-through:

(+1)

Thanks for the the review. I'll note the suggestions and add them to the next release. 

The mapping is really crude. It's built in real-time based on grids you can walk on. The plan was to build everything out and take overhead images to overlay on the map.  But I was racing against the clock and took on more than I should have.

The fighting was supposed to be fully turn-based and, though you can spam the attacks, I believe it's just the effects that play and no damage was done. It's something I fixed and regressed right before release. But it looks bad and feels bad as it is currently.

There is an end state.

Thanks again!

the attacks actually being turn-based makes so much more sense!