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(+1)

Nice! I really liked how the barrels and enemies in this game stood out from the background, like a parallax effect. The movement and attacks also had this "dusty" feel which I felt fit the aesthetic well.

Once I got the hang of the combat, I started to appreciate this mix between dungeon crawler and random encounters. The shovel made it feel like there was some unlockable aspect to the game where there was a puzzle to be solved.

I am most curious about the enemies... Haha like why are they always hiding behind doors (SWAT shield?) and mine carts. Am I an invader? What are they hiding?

Well done!

(+1)

The parallax effect is enherent to old school raycasting. And I'm agree that it gives a nice retro feeling.  If you are interested in how it's done, I used this tutorial and rewrite the code in Typescript.

Alas! I did not had time to add some interesting secrets in this version. Maybe I can do it in a post jam version.

About the story, There is not much detail, but you're in a mine, seeking for treasure. The creatures are here to extract emeralds and are defending the mine. The 'doors' are more like little defense tower. I needed some still enemies for early game. I really wanted to add more kinds of enemies with all kind of behaviors but I ran out of time.

Thank you for playing and commenting!