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Excellent demo! Looks great, sounds great, and has an interesting story.

Can't really comment on the duality mechanic, it exists but doesn't do anything and seems to automatically lean towards good due to killing the gobbos.

Also for some reason it took me a few attempts to learn that you walk into doors, rather than interact with them via a buttonpress. I was wondering why I couldn't open a door while I was able to do that earlier, but it was just a user error and confusion lol

If you decide to develop this further, here's some things that you may want to consider: I'd like to see some more details about the class you pick, before committing. For the demo it doesn't really matter much (I think? Maybe if you accidentally pick two bow classes and run out of arrows somehow?) but if the game would be longer then there needs to be a way to know what you're getting yourself into. Also the combat itself could use some work. Enemies are static, so ranged attacks are OP as long as you have ammo. No clue if spells have an ammo system. And melee combat seems to be just popping in and out while spamming sword attacks, to minimize damage taken. If combat was a bit more tactical with higher risks, it would also become more engaging.

thank you thank you for your awesome suggestions! This is the most helpful set of specific ideas anyone has shared so far. On it!