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(+2)

I'll skip piling onto the art and audio praise, you've clearly earned a hundred of those already, and leave something hopefully more useful.

The thing I kept circling back to is the wheel. I expected it to be this unpredictable, do-or-die thing, but it always runs you through the same three challenges in the same order, so it ends up feeling more like a menu than a gamble. The premise is a deal with the devil, yet a predictable wheel makes him feel oddly fair and safe, when he should feel rigged and capricious...

Two smaller notes. The first maze is so large that I braced for every challenge being a long navigation slog, so I went into the second one anxious rather than curious. And in the boss finale, the boss looked so much like my own character that I genuinely couldn't tell if I was damaging it or myself for the first few rounds. A clearer visual contrast, or a hit indicator on the boss, would erase that doubt instantly.

Genuinely impressive that 80+ people shipped something this cohesive. The individual craft is peak, it's the connective design between the pieces that I'd most love to see tightened in a post-jam cut.

Good luck with the rest of voting!

(+1)

Loved the comments and feedback. We will work on these as we build the game further