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(+1)

Tried this out. Got up to the first (last? not sure) boss. it killed me and I had not saved for a logn time so I left it there.

  • The presentation is very clean. The sprite of the protagonist could do with a bit more animations, maybe. I did notice the mapping was very clean. Custom or not, the visuals were nice.
  • The game was very easy until the boss, which I felt had way too much HP. He could have had the decency to throw me a medkit at some point or smth.
  • I could be wrong, but if what I saw was the boss and the end was after that, the leveling up CHOICE feels hollow, there's barely any margin for error. Of course, if that was not the end, I could be wrong.
  • I missed having some sort of skill or consumable on a  cooldown even. Just shooting felt very basic.
  • The gameplay was ok, but it definitely helped I did not play too long, as I mentioned it was too basic in its current state.

Overall a neat little thing. If the art was custom (I specially liked the economy and elegance of the maps) great job.

(+1)

Hi Indrah LadyPotato,

Thanks for playing my game and leaving feedback!

Time constraints limited the number of sprite animations I could feasibly finish. I would definitely add more in a future update. The map art was custom made and drawn by me. Only a few decorations like the computer monitors, doors, and dead trees came from the base MZ resources.

The difficulty spike of the boss fight was an unfortunate side effect of having to cut some of the initial maps which would have given the player a chance to become more powerful. I intend to fix the balance issue of the upgrade/leveling system to make the game feel fairer.

During the boss fight, I did want one of the tentacles to drop a recovery item for the player to grab. Both a heal and a guard skill for the player were also ideas I had floating around.

Hopefully I'll be able to tackle these things in the updated version. Thanks again for your insights.