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The gameplay loop is pretty fun, and the way the enemies and such are set up leave it open to a few different playstyles.  Personally i enjoyed trying to make the enemies kill each other.  Though it felt a little imprecise as to how much health was lost per charge shot level.  As for some finer feedback tho:

  • Movement was pretty snappy, no issues there.  There were a couple bugs but that's not really feedback.  Mostly just wanted to say it's a well done movement system and it was enjoyable to mess around with.
  • As I said above the "charge shot" doesn't really seem clear in how much health you lose depending on the charge, which was a bit annoying.  Having to guess and everything.  It seemed relatively close to the health actually lost in the health bar, but just enough off to be a bit weird.
  • The tutorial being part of the gameplay was pretty nice and seamless.  Which was a nice change of pace from either no tutorial or bare minimum tutorials.
  • Doors.  The doors were weird, at least in my opinion and a couple people I know, since they were protruding from the wall which was counterintuitive to most doors in games like these where they are gaps in the wall.  So I had a lot of times where I ran into the wall thinking it was the door just from experience.  So many switching that a bit?  Thickening up the walls, or zooming out the camera slightly, and then shrinking the "door" blocks could help..?

Overall a nice simple concept with a fun core game loop and a bit of variety thrown in.  Though there was one game breaking bug that I seemed to keep running into where I would "teleport" outside of the room, generally it seemed to be teleporting me to the same location, which was above the starting room, and to the left of the first room with "turrets".  I'm not sure what was going on, but it definitely got a bit annoying.

Thanks for playing, glad you enjoyed it!

Yeah, that was a common complaint we saw, the charge shot is the first thing we're gonna fix in the next update, thanks for the suggestion.

Hmm, I haven't seen that bug yet. I'll definitely look into it so thanks for bringing that up.