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I want to share my thoughts on this game - it really grabbed my attention. The graphics are pixel-based and done in black and white, and it looks incredibly beautiful and atmospheric: the strict monochrome palette combined with the pixel art style creates a unique, almost noir mood that perfectly complements the fast-paced gameplay. I really like the core concept too, and although it's similar to Hotline Miami, that's more of a plus because the developers took a familiar foundation and offered their own interesting minimalist approach. I also want to specifically highlight the sound design - it's absolutely magnificent; the rhythmic tracks sync perfectly with what's happening on screen, adding drive and tension, and together with the black-and-white visuals, it creates a stunning effect. I also appreciate that the game is quite challenging - that keeps things interesting and makes me want to try again and again. However, there are some downsides: it's a shame that the difficulty increases almost exclusively through the sheer number of enemies rather than through smarter behavior or tactical variety, which sometimes leads to a feeling of monotony. I also really liked the idea of a limited field of view - it adds tension and keeps you constantly on alert - but it's a pity that it's not dynamic, meaning it doesn't expand or change depending on the player's actions or external conditions. If the field of view reacted to what was happening around you, that would take the game to a completely new level. Still, my overall impression remains positive, and I definitely recommend giving it a try.

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Im glad you liked it! I really appreciate the feedback, as a lot of the reason mechanics like FoV changing or smarter enemies were not included due to time limitations due to IRL obligations and the original writer/level designer having to step back due to an unfortunate illness. To give some perspective, all the levels save for the intro were made the day of submission in a single 15hr dev session along with all the dialogue, story beats, audio cues, coverart, and pause menu, leading to a submission an hour before the deadline. Either way I'm proud of what I was able to do despite the less then ideal circumstances, and thank you for playing!