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Legitimately impressive what 3 people can put together in 4 months.

An expansive area with a handcrafted, maze-like cave system, game-influencing collectibles for you to find (that stay persistent between deaths/playthroughs), NG+ and hard mode, satisfying to control mobility that hasn't glitched out on me in the 2+ hours of play, dynamic music used as audio cues for enemy alertness, and, speaking of, a cunning yeti that makes RE2make's Tyrant look like a newborn kitten.

Reaching the summit ends the game, but the real goal actually lies below it. The death counter on the end screen kinda gives away the devs want you to treat deaths as a learning experience, instead of "failure." There's quite a bit to map out, and there's even one secret lying in wait in the caves... I figured out the cypher, but haven't found "it" yet!

I loved this. I'm done hiding in lockers. Let me swooce away from monsters at breakneck speeds down snowy slopes. Only feedback I have is it's maybe too easy to end up in the same death trap at first, and progress could maybe be represented visually a bit to help players feel like they're on the right track/made it further "this time."

(1 edit) (+3)

Thank you so much for the kind words! Trying to help players with navigation ( hopefully in subtle ways ) is at the top of the list for future updates. I want people getting lost a little, but not for the wrong reasons like areas looking too similar. Like you all, I'm experiencing a learning curve of my own. Enjoy the tape hunt!

-update- 

I changed the intro area to have a place to chill right after you respawn and adjusted some elements in the level. I've been working like crazy trying to update it and help players without it losing its core Player vs Monster feel. I love this stuff. Dissecting what works and what doesn't is what got me into trying to make a game in the first place.