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I like the aesthetic and the music/sound effects quite a bit. I think the gameplay concept is pretty cool, but it feels kinda hampered by the way throwing works. It doesn't necessarily feel like you can predict where it's going to end  up, and it usually winds up bouncing away from the enemies by the time it blows up. Coupled with the speed of the enemies and lack of a good way to predict/dodge their attacks, the combat feels very unforgiving. Also, there are a lot of things in the level design that felt unintuitive and ended up forcing trial and error.

I think if you  tightened up the throwing mechanics and reduced the number of cheap deaths, it could be a fun little cave romp.

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"the combat feels very unforgiving". Thank You! That was exactly what I was going for.

You're right though. 

A bit of feedback has given me a chance to reevaluate, and I agree it would be better if the throwing was cleaner and more predictable. Also giving some thought to a more set path for the slime enemies, which would allow the player to more easily avoid death by slime. If you fall into a sludge pit though, that's on you :P