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(+1)

I really liked the idea and the overall visual feel for the game. Also the end joke was quite funny. I felt the physics sometimes wouldn't work as smoothly or didn't feel as right as they should, especially with the jump (it felt quite slow). Also, in the last level, it would be cool to adjust it a little better so we could have some glimpses of what to do, which areas to avoid, like in the level prior (I kinda felt like playing in the dark). Also, as most of the gameplay was made to use the keyboard, I'd recommend adapting the hud to be controlled by it, especially after healing the monsters (it was kinda disruptive to have to get on the mouse to skip the dialogs compared to press space or even other key near WASD). I also think a calmer music could add to the atmosphere of the game, maybe a slower one or one with not much guitar (but I can imagine how hard can be to find music that fits into what you're doing).
Overall, I liked your work, and I wish you keep working on it to eventually make it a longer game, because the concept is really cool and I think the ingredients are there to have something special. Good job :)

(+1)

thanks for the feedback, the controller was by in no way the final version I just had absolutely negative time to refine it. As for the music, my original plan was to have timers/health above each monster and you have to reach them in x time, and UI to show this too. But unfortunately my time management for the art to functionality was way off. Great point about the spacebar though. I do feel like the camera could've been a bit further out, I need to do some adjustments to level scale as it really was thrown together in the last couple hours (honestly was close to not submitting at all)