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Well done art style! It conveyed cyberspace in a fun way. I ended up not feeling like I was doing much with the combo system (other than not being able to spam the best move), so maybe I was missing something.  All in all it felt like most of the gameplay came down to memorizing weaknesses, but that's certainly understandable for a jam game.

In general the UI and flow felt like something I'd see in a full game; it was very polished for a jam game. Good job!

If I had more time I would've scripted a tutorial segment, but I didn't have time. I was hoping that people picked up on the "x.5" in the UI to show that chaining the same moves is ineffective and did less damage. If I had more time I would've also explained how focus boosts your damage and protect halves the damage of the next enemy attack.

A big inspiration for this game was SMT, and as a stretch goal I wanted to add a press turn like system (exploiting weakness giving you bonus actions), but in the time I had it would've been impossible.