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(+1)

 High score: Sector 16!

Love this game, it's a very unique concept. Gameplay loop is fun, one could even say a-maze-ing...

The story on the right was intriguing and I liked how it made a complex imaginative world out of a flat, near-artless 2D world. And the main character's struggle was felt.

I didn't notice the stats on the bottom till my 3rd playthrough, haha, maybe that's just me. Maybe making them colored would make it more noticeable?

Also, I enjoyed destroying millions of ampersans and getting their energy afterwards. Maybe in a future iteration there could be ways of improving the character, or slowing down the deterioration based on the energy you picked up?

Lastly, the text on the right is hard to read and I feel like I've rarely gotten to see the whole paragraph because I had to find the exit quickly. I think the slow text speed is cool, but maybe increasing the speed, or having it already typed out to begin with would be nice. Although I do like the idea of trying to stay alive longer to be able to read the story. Either way, great game!

(+1)

Thanks for the kind words! And yeah, the fine-tuning and balancing definitely needs some work. Based on a lot of the feedback, it's probably worth either slowing down the initial decay or speeding up the text (or both) for people that want to take their time on that aspect. Maybe a 'difficulty' toggle?

The origin of the 'energy' system was to become a baseline that I could theoretically layer more things on top of ('locked' doors that cost energy to open, etc). If I were to add complexity, it'd definitely be fun to work on some limited "abilities" (draw a line of stable 'ground' out in front of you to cross gaps?) that cost energy to use. Upgrades is definitely something I considered.