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(3 edits)

[Got ending A, 15 days]

Extremely unique concept and atmosphere, would like to see this kind of atmosphere and control scheme put to use at a larger scale.

Had a few issues:

  • The player’s attack is really weak when combined with the low rate of fire. Would having headshots be out of the question?
  • I wasn’t a huge fan of the nerve system gradually killing your rate of fire and max sprint, especially since your limited ammo and low damage already limits you.
(2 edits)

Also got ending B (11 days), though I’ve now noticed you can damage [the boss] before falling into the arena, and that this boss’ health really makes the low damage shine through because I managed to run out of ammo the first time (30+ bullets, from scarfing nothing but lilies for the most part), before using the next death to upgrade nothing but max ammo.

(+1)

hah - yep being able to damage the boss before the fight starts was an oversight, i noticed it during later testing but figured it was minor enough to leave unfixed for jam submissions (optional difficulty modifier? perhaps)

probably will add headshotting when i get around to expanding this; nerve system is supposed to feel a bit frustrating in that it's simulating fatigue, values/formulas could likely use tweaking though - i think rn it caps at 50% penalty regardless of nerves level for example