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(+2)

Fun Game and would work better as a fast paced FPS game. I think the grid movement makes this a bit awkward, since you need to look around so much to pick stuff up. For any future development I would actually scrap the grid movement and it would be so much more fun to play. There is some awkward mechanic when you pick up stuff of different attack type, since you can not spam them on an enemy to throw stuff rapidly. It would be nice to maybe have some marker on stuff to know whats throwable and whats not. Since the inputs are depending on if enemy have time to move away and attack you.

I was missing both throwables and food on the last level so I ended up having to do melee damage to the boss, which gives him a chance to retaliate and it killed me. On replay the screen when black with one enemy healtbar visible.

Thanks for the game!

(+1)

Thank you for playing :D Yes free movement would be nicer, we are currently discussing about it for long term release. Game balance got only one iteration and within the last hours because procedural and combat mechanics were very much time consumer. It is a good remark about higlighting object and getting info from it. Boss was supposed to call backup employee who was supposed to drop heal on death. I don’t know why Boss AI doesn’t want to call backup ^^’