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Production value wise it's pretty solid! Good music, voices and it's pretty stellar to view. Nicely done on that front.

Gameplay wise I think the concept could work with less tedium of the combat. Having to switch the traps on and off felt really slow and clunky which meant the enemies had to be really slow in order to compensate. I think having the ability to turn traps on and off would've made it more satisfying  so you can see the enemies dying on screen as opposed to turning it on and hoping they died. Either that or a different trap that could be used up close. Something like trap doors, rolling balls, or anything closer that would make dodging and fighting more satisfying.

Overall I think it's a great idea but it's slowed down by the lack of satisfying traps. But with the time you were given, this is produced quite well and could be enhanced quite well in the future if you chose to keep going. Nice work!

Thank you for the detailed comment! The separation of on and off switches was a conscious design decision because we thought that it would be too overpowered and/or uninteresting if the player was able to set up the traps and then easily sit next to a switch which had both on and off abilities. I think this is definitely something that could could circumvented with trap and level design that wouldn't have made such tactics too strong.

And yes I agree about more trap variety! I think that if we had time that adding more varied traps would've boosted up the game a ton and added a ton of depth to the game. But alas a 48 hour time limit was very limiting and it was already a miracle that we released what we have now in such a complete state before the deadline.

Thank you again for the feedback!