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Yeah, we really had to cut the gamedesign because of time issues; had some funny enemies planned actually that should have been roaming around. (like "traineels", these would have been fun...)
The feedback on the boss being hit is probably not strong enough then? Since we didn't have a SFX, we just went with the boss becoming more red with every hit, kind of overheating.

Thank you for your comment! We have to look into more tricks to make a better character controller. Jumping acts a bit weird, that's true~