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(+1)

This is dope!

  • Progress through randomly-generated runs in the Mine, trying to meet quotas... honestly a solid game design pull!
  • The move-towards-mouse movement threw me off for a bit, but I eventually got used to it.
  • I like the mounting pressure of needing to complete wishlists from our friends (thank you Sora :D), and the mechanic of having your return path blocked by a zombie because you went too deep and getting zenloss'd is actually really funny -- you learn quick!
  • The UI is a bit unwieldy to click around, so the UX flow could be better! But all the icons and items are clear, and the inventory/crafting system are intuitive to use. I found myself trying to press buttons to shortcut-open menus, could be a thing :eye:
  • More creatures for sure. I want to be terrified to go too deep, but I want to be in awe when I find amethysts and ancient moai statues and Moona's secret base, and...

In all, solid base for a cool game concept! You could take it in many directions. Your art style always captivates me, too -- that main-menu sanctuary is badass.

(+1)

Thank you! I've been avoiding the responsibility to code out UIs in my previous games because they're so tedious to make, but I'm so glad I did it this time since I've learnt so much from it (also helps that godot's UI making tool is such a beast). Will definitely look into making shortcut buttons a thing if I ever decide to torture myself with UIUX again XD.