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Played through the entire thing. Really liked the section with the boss and end crab finisher.

I was impressed with the synergy between gameplay mechanic and enemy design. They were all very cute and needed different strategies to take out with the explosion.

I also liked the top down 3D style. 

Those were the targets! The cathartic level, "kaplowey a bunch of crabs at once", was one of the earliest designed ones. We used it tune the explosion animation timing. Writing "thanks for playing" actually took longer than some of the actual levels; needed to change how the walls worked to make them show up!

We're glad the camera perspective is well received. We've seen a few other people's takes on a similar style throughout the jam, and learned more about how we'd do it if we do a similar perspective again. Thanks for playing!