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Interesting mechanic!

The overall pace of the game is a tad bit slow, in the sense that enemies attack rather slowly so it takes a long time to kill them using their reflected damage (especially the green melee enemies).

There is also no clear indication of whether/which enemy is currently affected by the voodoo, and when it has/is about to expire. Maybe an outline that starts to blink before the debuff runs out.

Sometimes it is pretty tough to tell which projectile is from the enemy that is voodoo-ed from range, especially since the FoV is quite limited outside of the tutorial and there are multiple same-color enemies.

I think with some iteration on the main mechanic idea this could make for a pretty novel and interesting project!

Hi thank you very much for taking the time to play and feedback on our game. We have taken note of the improvements that could improve the quality of the game, hope to implement it as soon as possible.