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(+1)

A spooky and adorable lil adventure! Excellent 2-bit animation, seriously there's not a single part of the visual presentation that doesn't feel polished. (I hit alt-enter just to see what the original resolution is and I have no idea how you fit that much detail into that few pixels). Seconding the request for a fast-forward button - the gameplay itself is quite snappy, but the text isn't (yet).

WarioWare-style combat is hard to get right, so again, props for managing to make all the microgames both very responsive and with multiple input schemes. Some attacks have very narrow response timers or visual cues that are tricky to notice - the red flashes at the bottom of the boss fight are something I didn't notice until after I died to 'em, for example.

Would absolutely be interested in a chapter two. The notes in the backpack were intriguing and I'd love to learn more about this town o' bones.

also i did not pass a single dice roll in either of my playthroughs. f.

(+1)

Thank you so much! I do kind of specialise in working in low resolutions so yeah my games tend to work on a very small scale! I don't know why but I just enjoy squeezing as much content out of a tiny number of pixels as I can. I'll get on that text skipping as soon as the jam is over though. I actually already have it partially implemented, I just need to add a line or two of code!

The microgames I'm mostly happy with, though I would like to create groups of them with consistent rules so when you see one, even if it's unique, you immediately understand the controls and the rules. That'll be my major goal if I expand this further. But the dodging parts probably do need the most work out of everything to get right, I think.

I already know where the story would go next so who knows, maybe you'll get to see it!