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you seem the most interested in this game on the board, so I wanted to run something by you for how I plan to address "not forcing anything interesting with the masks"  I'm adding bonus stages to each act, minus the bosses, so 4 in total for the demo. Each room will force a specific mask combo and present a unique platforming challenge that forces the user to use both abilities to overcome some slightly tougher, but shorter, levels. with a cosmetic prize for beating all in a chapter. I also feel like  Sorrow is missing something, conceptually its supposed to feel like the most difficult to use, but it lacks a sense of power or presence that the others do (besides squishing Mary's sprite), I'm going to try to add some visual effects and add a small explosion on landing  if you fall from a height greater than your max jump... that increases in size.

I agree sorrow was the least interesting and I like the idea of making it more impactful. Those sound like great ideas to me. I am looking forward to playing the bonus stages. :)