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Hi, thanks for your comment. A lot of that depth and balancing we had planned were cut because the obvious time limitation, and instead we focused on delivering a fun  working game :) For example there were supposed to be skill levels, local multiplayer, different enemies etc. which would have increased the depth a lot.

We also swapped programmer's and artist's roles so the time was basically cut half... :D (nonetheless we both had an amazing experience)

And that's really what it's all about :D