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We had four more complex ideas and this one was the only simple one among them. We chose this theme after realizing the potential in game design from its simplicity, so we're happy that it shows in the final product.

The scoring system was too daunting from the time limit to get it right, so instead we just kept it simple. The strategy of avoiding kills is interesting, as it's also balanced out late game with wanting to heal, introducing a more aggressive playstyle. We'd love to encourage any kind of playstyle the players would like to try, so we've been thinking about rewarding player for style points to reward more experienced players in the updated version of the game.