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(+1)

I understand that the limited ammo economy is there to give a more tactical, resource-management feel to the gameplay but it felt way too restrictive. After several times going back and forth I felt exhausted. On the positive side I liked how boulders were used as a puzzle element and allowed the maze to naturally loop back to certain places. Personally, I think if the numbers were tuned a bit differently then the overall gameplay experience would be a lot more smooth. I do like the idea of progression being gated by economy and smart item usage.

Also is this made with RPGMaker? How?

Thanks for playing! The back and forth loop is the intended experience, but I understand if it feels too restrictive, as I only start balancing this game an hour before the deadline lmao. I think the cause is enemy evasion and accuracy being way too high so you run out of items quicker. Thanks for pointing this out.

Also about the engine, I use a plugin called MZ3D that can be used to make 3D games in RPG Maker.