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I love the visual aesthetic and the audio! The purple disco floor background and the fog of war around corners makes a great atmosphere. The level design was also simple, but well-done. It's just enough of a maze not to get too confusing but also not to feel too easy.

The enemies do seem to suddenly jump out way too close or just instantly shoot you. This works better when you can anticipate it by getting information about where enemies will be (something like the peeking mechanics in Invisible Inc. or Mark of the Ninja), when restarting is not that painful (like resetting the room on death in Hotline Miami), with more healing opportunities (as with Glory Kills in Doom), or even if they just don't instantly attack and shoot directly at you (enemies always miss the first time in Bioshock so you don't take a hit first in every single fight).

The waiting to reload mechanic absolutely massacres the pacing -- especially the right click shot, since the wait time is not cumulative. It can even soft-lock your ammo because the enemies appear so suddenly and move so quickly. If you don't fully reload after every encounter, you might accidentally accrue a following of more red squares than your ammo and health bar combined.