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The aesthetics of this one are great, from the squeaky shoes of the clowns that echo to the sounds of the weapon. It's  really interesting idea, and the storyboard style intro is pretty cool as well, though I wonder if that could have fit the game art style a bit better.

I unfortunately got lost though, and was unable to progress,  as I kept getting clowned on by the - uh - clowns.

I really liked what you were going for with this one, and it has good potential to be a fun little roguelike styled experience, though the difference between the bullet types took a little getting used to. Being able to double-tap an enemy with the same bullet type to remove them sort of felt that the individual rounds weren't as useful - maybe a combo system of different colours for stronger effects?

I wonder if some kind of quality of life feature to help orient the player somewhat could work as well - but all in all, this was pretty fun to play!

(+1)

We are definitely planning to give more insight to the player in future post-jam patches, we can see that feedback almost everywhere and we wholeheartedly agree. It's a bummer you haven't managed to finish the game - you can watch the yt vid to see how it ends (at least see one of two possible endings). In terms of mechanical mish-mash, we overall overengineered AI logic for what 8-15mins of gameplay time, but if a scale was bigger, that would fill a lot better since we would have enough time to teach the player each mechanic individually. 

Clowning won with seriousness in this one! Thank you so much for playing and giving feedback, appreciated <3