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This was a pretty fun experience! The sprites are pleasing and nicely animated, and the accompanying music matches the game's aesthetic well. It was also fun to discover all of the strange and random items dropped by the bunnies. I feel like having to manually pick up the items is a bit of an odd choice, considering that souls can be picked up just by moving into them, but it's not a big deal to me.

I only have two real criticisms that I can offer for this game. The camera swings around too dynamically as I move my cursor to aim and shoot, and it's a little hard on the eyes. Additionally, I felt like the game was much too easy, and I only started to find some challenge when the boss began using a wide spread shot that I had to weave in between.

Thank you so much. We're glad you enjoyed it.

- The mouse is definitely set to match the default mouse's dpi, then we initially slowed the effect so the camera can have this dynamic feel to it. This was done due to a strong comment by one of our beta testers with A.D.D saying it need a little jolt while moving. Honestly this could've been easily solved by just having an option that controls the camera better lol.

- As for the difficulty, the will vary between playthroughs. Admittedly the game is meant to be beaten easily but not so easily that you didn't have fun. This is because there is a secret boss that may or may not appear once during that week. Roughly after night 2 but before night 7. If anything, so we made sure the week was still beatable in case you really wanted to beat the secret boss in the game. 

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You're welcome!

I was definitely wondering about that second boss in the game screenshots. I had figured that the boss at the end of the week would be random and didn't try playing the game again to find out. I might give it another go at some point and see if that hidden boss will show up for me. Regardless, I do personally feel that the bonuses granted to the player by the random items is really strong in relation to the nights that just feature regular enemies. Given how dangerous the main boss became towards the end of the fight, I could see the enemies being adjusted to be somewhat more dangerous as well.

This is going a little off-topic, but I did check out your team's profile page. I really like being able to read about the people who develop games like this one; it's great that the two of you are so passionate about what you do!