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(+2)

This is really satisfying in terms of the core mechanics. A couple of small points though:

- Could you mark the upgrade rooms on the 'map' at the top of the screen?

- The lack of healing is a bit punishing. +2 health is a bit too underpowered to take as an upgrade, but the effect of losing health ends up compounding as you try to reach the end, especially as in later levels a mistake generally ends up costing multiple HP. Even if you don't want to fully heal the player, I wonder if there's some sort of trade-off you can offer to players who want to get some health back?

(+1)

Thanks for playing!

There's a upgrade rooms map on the final version which is coming very soon.

The final game's difficulty is more spreaded throught the game, I made the demo a little bit harder/longer. Hope to see you on launch day!