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I don't know how you pull of wordless storytelling so well. Somehow I could feel a connection to the characters, although I admit I was a bit confused by the story. I think the opening scene flashed by too fast to gather what it was communicating, as did the ending scenes. 

Combat was clever and challenging, though I found having to refuel so often to slow down combat too much, especially against the many many mobs throughout. I liked the challenge of the boss - I definitely picked the wrong enemy to target the first time around. Character sprites and enemies, I thought were really cool looking. 

The title screen change is always quite cool. I love how you do that, though I started a new game and didn't see anything different. Did I miss something?

Seems as if the image transitions run by too quickly is the big contention of feedback that I noticed when having others played it. I might need to find a workaround for this at some point. The challenge and refuel constant usage are feedback that will be taken to consideration for future developments for gamejam entries, so duly noted on that.

The title change marks the end of the game mostly because I can't exactly create a new game anymore with time constraints and team issues at certain points during development. Hence why it ended up not amounting to much when starting a new game. However, that whole thing is more a teaser of what's to come for the future.

Thank you very much for playing the game and giving it a shot.

My favorite trick is to space the picture out with blank, transparent text boxes. Show picture, show blank message, repeat until done. This way the player is in control of when they will move to the next picture.