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(+1)

This game is one my favorite jam games I have ever played. Most jam games with as much dialogue as this would have me skipping,  but the writing was so consistently bonkers that I wanted to finish the game just to read the rest of the story.

The combat is  extremely rough around the edges, with an extremely narrow band in which you're close enough to melee an enemy but not touching it, which causes you to take damage. Because my keyboard is a bit busted, it was easier to just play without the dash move, so if that's the key mechanic that makes it work, I apologize. But my experience was that enemies were too tough and too dangerous to be worth fighting, so after a couple deaths I decided to play it as a stealth game, and it was much more fun that way. The terrible melee attack, the not-quite-long-enough stun, and the superbly weird music all came together to create a lot of tension as I explored the level. The boss fight was even really polished and the perfect difficulty to ramp up the challenge without stonewalling my progress.

The only criticism I can really make is that the game seems to want the player to destroy everything in their path, which seems like it would be extremely difficult, besides as I found not really incentivized mechanically. More health pickups, a more forgiving melee attack, and some checkpoints seem in order if that's the desired experience. Otherwise, the game doesn't really signal to the player that stealth is an option, with the first enemy encountered explicitly being the only enemy type that's generally easier to kill than to sneak past.

At any rate, this is an amazing game, thank you for sharing!

(+1)

No problem.  I actually did use to have stealth mechanics as a part of the game, though it was difficult designing both a stealth and top down action game simultaniously, which is why I scrapped that element outside of the stun bow. The dash also doesnt really have a use outside of generally faster movement. I thank ya for the feedback and I will try my best to think about thatthe next time I'd make a game of similar sorts.