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(+2)

My eye was instantly drawn to the 2 other titles that shared the same title as the one I worked on - Great minds think alike ;)

This was an interesting take on the SAP formula with combat that rotates between different weapons. It might be just a high skill ramp, but for me it was really hard to determine what strategies I should use. The reach system made it feel random if I was going to land a hit or not, and getting items that would just move me without dealing damage felt pointless.

I also think it could have fit the theme more. The fighters could’ve been anything and the game would have made the same amount of sense, and the items felt like they had the occasional ludwig easter egg rather than really incorporating Coots into the design.