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Reached the end first try, didn't even use up any lives and barely engaged with the mechanics. I think it's pretty good but needs rebalance.

Encounters are pretty fair despite how chaotic they appear to be. The full wall of turrets having you maneuver across a line of platforms is a nasty bomb bait though. Aggression towards turrets is overwhelmingly rewarding and killing just a few the moment they spawn will let you have much more breathing room - this funnels you into a single strategy for opening encounters.

I'm not sure all spawns are telegraphed, l was surprised when a swarm of the small white drones spawned almost on top of me.

Player is way too tanky. A different way to balance this would be a bit more punishment, less healing opportunities but gradual ramp up in encounter threat.

Edit: I played the old version, I swear I didn't even notice the update notification and wasn't prompted by that to try it.

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Thnaks for playing dude

About difficulty, it's one of the main complaints, so it will go up. This first demo was mostly to see if the game loop itself was on to something.

about balace, as you said i have many avenues to persue to tune difficulty up. in theory i could tune it even more "evil" than a normal rogue because i decided to have lives. we'll see

>Edit: I played the old version, I swear I didn't even notice the update notification and wasn't prompted by that to try it.

it's no problem because there is no new version. I was testing a web build, and itch see it as a new release. if you are interested, next demo build will be first week of july.
ED: i didnt notice u were brass dev, happy to see u again!