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Fun idea! However, I found the levels WAY to big and often found myself mindlessly walking 5-10 seconds into one direction before finally hitting a wall again! Also it felt a bit arbitrary that one can shoot an arrow directly forward, but not directly to the left or right - any balancing reason for that? Given a smaller (and probably hand-crafted) level, any concrete goal (e.g. "hit three levers to open the next door") and a few extra challenges along the way (like "Don't touch an enemy", "Don't get hit by an arrow", "Collect all gold") I can see this mechanic having a lot of potential. :)

Glad you like the idea :>. We didn't have enough time to test/tweak the dungeon generating code. If we did have some more time, we would probably have opted for rooms that are more closely connected and a faster ramp up in the speed of an enemy (or the amount of enemies spawned in a room). Regarding the weapon that only can shoot forward, we did have a way in mind to upgrade or buy weapons in a shop like fashion with the gold you collect in each level. As it is now, I don't see a good enough reason for the weapon to shoot only forward other than the title of the game could imply (as the controls are already a bit harder than normal). Finally, the mechanic could indeed work well together with some puzzle like aspects.