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Phew, it's obvious there's a lot of care and polish on this one, but it looks like it's on everything but the core gameplay, which isn't quite strong enough to carry it.  The creature design is excellent, and I love the use of lighting effects to convey tension. The bloom-y menu around the soul fragment upgrade screen is kind of a neat effect too. The whole leveling up concept is pretty fun and maybe the game would be better served by a lot of small levels rather than four absolutely huge ones. (though to be fair, to combat the big dungeon size, I just dumped all my points into speed). Anchoring is much more interesting than dragging and I could also see the enemy population going way up as long as the distances went down. It seems most enemies are neutralized by hiding behind the pyramids though -- not sure if it's a los or pathing thing, but they tend to ignore the player on the other side of one.

(definitely been there with the time crunch)

Thanks for the excellent feedback!

We were trying to go with a 'you're vulnerable' feel when dragging the relicts, although it backfired heavily :D Our earliest version allowed the player to use the anchor when dragging the relicts which drastically shortened game time (25 > 10/15 minutes, dev-time). All in all, there's a lot to be done as we plan on expanding the game, redesigning the levels to fix the UX and adding some more spicy mechanics.

The enemies ignoring the player - it's a LOS thing, we decided to keep that in the game for now and hopefully come up with something creative in the post-jam build :)

Thanks for playing! Your feedback is noted :)