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(+2)

I like the opening cutscene. Very unsettling. The audio could use a little fade in/out since it’s a little abrupt when clicking to continue.

The berry grab distance could be a little more forgiving. It’s hard to grab them when on the move. I’d either make the interaction a shape cast so that you don’t need to look directly at it and/or make interaction buffer so that you can just hold E and it’ll pick up the next object.

The music is really good and sound feels good. The art feels great with the vertex snapping and the dithering. Gives it a dream like quality.

Found a bug where when I teleported too close to the centipede, it put me under the map and I got soft locked.

The boss fights feel good. Took me about 5 tries to kill the centipede. Figured out that dodging the lasers is easiest if I just rush center and stand within center where no lasers spawn. The floor beams were a little hard to time because the jump feels sluggish. Could probably use a Curve instead of being linear. I couldn’t really figure out how to dodge the tail whip other than dodging backwards as soon as the animation starts.

I killed the swamp creature on the first try. The pattern I got into was for the beam walk then dodge sideways, spikes walk sideways and jump, and the spit also just move backward far enough to be able to dodge.

Weapons feel good, though I ended up just using the default one to defeat them in the end since the shotgun was too short range and the rapid fire made reading the enemy movement harder.

Are there different endings? Seems like it could have some with the bit at the beginning about powering yourself up or not.

Overall awesome game. Doesn’t quite feel like it uses the theme well though. Could see it work if you make the put have brewing visual effects like bubbling and the character drinking it. But the game itself feels good and plays well.