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A very interesting idea! I love the core concept of having a timer for "lifespan", in addition to your health bar.
I completed the game, and the ending punch line genuinely made me chuckle. (the dragon was also bizarrely scary. Something about the proportions.)

My main issue would be with level design/structure. I think this idea would work brilliantly with a "Hub" that the player returns to, and the Hub changes as time/generations pass.
So a town/village/commune the player could visit.
This would change the current design (corridors/paths/linear progression) into an "octopus" structure (central hub, with many paths in different directions that intertwine). This would force the player to spend their lives creating shortcuts/an easier time, for their offspring; mimicking real life a little.

Controls were a little stiff, but as a working proof of concept; it's fine.

Very good start, and potential here!
Definitely revisit this "lifespan as a timer" idea.

Thank you! I'm glad you liked the idea. I think this one definitely goes into the "maybe extend into a full game" list.

We hadn't thought about that kind of map, to be honest. In such a short game, we wanted to somehow "guide" the player through the levels. But you are right that some sort of town the player could revisit could work in a longer game. We'll keep it in mind!