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this is really lovely. The enemy designs in particular I really enjoyed. The bouncing clown guys are so bizzare and a nice introduction to the central conceit of touching things to hurt them, unless they hurt you. The game is full of really cleverly designed aspects whose simplicity hide the fact that it's actually quite a difficult game. 

I gave up on the second boss, I thought since I could skip the first one that might be a theme, but that wasn't the case. The prospect of grinding more to level up didn't really appeal to me, though I do really appreciate this style of inventory system, where you feel that with particular combinations of items you might prove yourself to be much cleverer than the game. It's pared down here compared to clockwork calamity, but IguaRPG has an economy of design that arrives at the same feeling with far fewer thingamajigs.