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(+2)

Nice concept but not much for gameplay besides running back and pressing attack.

You're not wrong. The initial plan was to have the kobolds feel different enough that you'd have to play differently when you die and adapt to your new situation. We were going to have the blue one have the highest dps out of all the kobolds by far and have an AoE, but also have friendly fire that could kill itself as well as allies so you would have to try to only shoot when the paladin wasn't near your allies, but we realized we didn't have enough time so we simplified it. The red one is the only one where you actually play differently sadly.

(+1)

Yeah, scope is a bitch in Game Jams. Still, great you managed to deliver a playable thing that people can enjoy.

Thanks!