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(+2)

I love the visuals and sfx a lot, they were VERY well done! 

But the mechanics feel like they were either rushed or unfinished. There isn't really any goal that I could find, you're supposed to "match the colour" but I found that I could ignore that fairly easily (and if I was supposed to be punished for that I didn't really see it?), and I don't really know why space had to be held in the first place for the colours to be revealed. Not to mention that swapping colours was a bit awkward, especially if you were wanting this to be a rhythm game.

I might've been missing something, and if I did then that was partially on me, but I do think clarity would help going forwards.

(+1)

Thanks a lot for the feedback!

The goal is to keep growing flesh on the bones of the monster until he becomes alive and you will get an opportunity to shock him.  

Mechanics are not rushed or unfinished they are exactly what I wanted to make. This is not a rhythm game, I don't know how to classify the result with which I ended up,  I just wanted to make something experimental. 

Your punishment is that when you hit a candle with the wrong color the monster gets damaged and loses his flesh so that you have to start all over again. 

There is no reason why you have to press space except for my aesthetic preferences. I  found it interesting when you press the button and suddenly candles fire up and start to run. Plus I wanted to make the heart sing (don't ask me why). 

I know, the game is not about the Frankenstein-like monster IT IS a Frankenstein-like monster built out of my quite spontaneous decisions and desire to make something juicy doesn't matter what. I'm glad that you enjoyed the visual and SFX they were actually what I was focused on.

(+1)

Ohhh that clarifies things a lot! When the dude got blood on him I thought that was a bad thing, but I guess that's exactly what I needed to do! I think adding something to indicate that you're not playing right when the monster doesn't have any flesh would probably help a lot, now that I replay it, and certainly would've helped me the first time around. Love the work overall, great job man! =)

Thank you so much for another try! I certainly should add some clarification. That's funny how the whole attitude toward the game depends on its interpretation and how I can mislead players)

(+1)

That's a huge part of game design for ya! Sometimes players can be dumb though, including me and that one reviewer who rated cuphead, so unfortunately we got to design these things so even we can understand what's going on =)