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(+1)

After three attempts I managed to see the credits screen. Amazing atmosphere, UX, and humor. The music is not annoying despite it has a short loop, and I loved the crescendo part of the frist theme (before the first "event"). One of the things I love of this genre is that it leaves a lot of room for imagination, and the vibe you guys put into the descriptions made filling those gaps funny.

Don't quite like the attack mechanic. It requires some sort of rhythm-skill, which I liked, but it took me a lot to understand it. In most of the encounters in my final run I managed to escape the fights, which felt great.

The game progression was one of my favorite things. After the first event, I couldn't stop thinking about anything other than wondering what would be next, and that was my reason to kept playing. Though, never got to had enough money to buy the upgrades with the coolest names.

What is the Cargo for? Didn't see it change in any of my game sessions.

(+1)

So glad you had such a good time! Fully agreed on the combat — time, of course, prevented us from adding more depth. The story on cargo is similar; we had plans to implement more items and some form of economy or trading system, but stuck to making sure we could implement the various upgrades.

Thanks so much for the detailed feedback!