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(+1)

Beautiful ASCII art style, loved the look of the game. I made it to Sector 16 and then the exit seemed to be behind a wall with no entrance to it. Admittedly, I quickly focused on the game instead of the text, so I missed out on a good bit of it. I also love the idea of the paths you've walked collapsing behind you, very poetic.

I sadly didn't understand what integrity, output and energy meant and did, and also what the "&" and "z" enemies/obstacles did. They seemed to disappear once I ran into them with no further consequences.

I'd also loved some 8-bit chiptune in the background, or something of the likes, to not play the game in full silence (the silence could of course be a stylistic choice, so I may be in the wrong here).


All in all a cool little and beautiful game!

(+1)

Yeah, in my mind I was being 'deliberately obtuse', but it's probably not helpful for people looking to just play the game, haha. I should really build in more/better visual feedback (maybe some simple audio as well?) to convey what's happening rather than relying on text only. 

Ampersands are wandering "entities" (and if you're standing where they want to move, they will hit you). The 'Z' pickups are 'energy' drops. It takes energy on your moves to hit enemies (and if I go back to add more to the game, I might add things like 'locked doors' that take energy to open). 'Integrity' is just my word for 'HP', 'output' is for 'attack'.

But thank you very much for the kind words! I appreciate the feedback =]