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(+2)

Loved visual style and music. Story slides (and the very fact of the story itself) were great!

But it took too much farming. I don't know how many times I've genocided all the tofus to be able to even cheese the sniper at the waterfall intersection, then it took numerous attempts to kill everyone there to level up to finally be able and kill some of the purple knife-bearing monsters, at least by abusing their pathfinding near the ledge... and then I had no ammo left, again.

It looks like the game has some kind of turn-based movement, but it is not really obvious. It works especially strange with projectiles: enemies HP is depleted using hit trace at the very moment you shoot, even though your projectile takes time to reach them, and may even visually miss, because they've already completed their next turn. Very counterintuitive.

(+1)

there's actually some bugs regarding enemy bullets not despawning properly. the game is a little more evenly paced with that fixed. aside from that,  yes, the bullets actually are raycast based, and thus hits them directly before the bullet gets there. a patch will address that in the future to make it feel a little more fair. Our intent was to actually make the game challenging, farming is optional but there are also several exploits that can get you through faster. I'm not sure if its because its in the context of a game jam, but a lot have complained about the steep climb in difficulty. maybe I should've put on the label calling it "souls like" :)