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The only real issues I had with the game were how fast the tutorials fly by—I could barely read more than a tiny bit of the text—and wishing I could mass-summon units when I had extra bones or milk instead of having to slowly click one by one.

Other than that, the game is pretty easy to pick up and gradually master. It reminded me a lot of those custom maps I used to play on Warcraft 3 online, like “Footman Frenzy.”

Overall, it’s a super fun game! Is a sequel in the works? And what was up with that ending cliffhanger?! I also wasn’t expecting it to be so atmospheric—the music is great, the rainy environment looks amazing, and the 3D animations are really well done.

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Sound designer and music composer here. We really enjoyed the aesthetic and atmosphere we were able to capture here. The idea was floated that we revisit this to make it a fully fleshed out game in the future. I would personally love to keep working on it. Multiple levels and a more in-depth lore to build on. 

That response to the ending crawl was the exact same one my team had when they first read what I wrote and I LOVE IT.
"What begins to awaken Req" - "The sequel, obviously" :P
We had so much fun on this project and I could see fleshing it out into a proper title! Very glad you enjoyed it and picked up what we were putting down!

As for the tutorial. Hear ya loud and clear on that. Our initial design had those Dialogue windows popping up as the player encountered things for the first time to teach you along the way. Giving you time to connect the action with the information. But time and scope being what it is... I had to do a tutorial sprint just to make sure people were armed with info to do anything at all.