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(1 edit)

I perished, Interesting submission.

I just stared at the bouncing balls for the first times it appeared, didn't realize I could interact with it. It is an interesting mechanic, but it felt boring after a while. The dungeon was very simplistic with corridors and rooms to go into but all looked the same and I kept going to same rooms over and over. Would be nice with some variation of this and more guidance on where to go and maybe some other objects. The combat mini game could support holding down the mouse button, now it felt like clicking did not always respond, I think it is because there is a timer for how often you can place something, but this is hard to time with the clicks.

(2 edits)

Part of me sort of likes that you were initially confused when the first battle started as that fits very well thematically! However maybe there should be a short instructional message that first time just to clarify what the player is meant to do.

Yeah, variation in the environment and non-interactable props is something I really wanted to include but unfortunately ran out of time for. I note you don't mention the map. I do hope you were using it as otherwise you were definitely playing the game on hard mode!

Regarding clicking in the battles, there is indeed a cooldown as indicated by the cursor/crosshair animating and this is intentional design to limit the player's power as otherwise it becomes very trivial (and can also devolve into a pure dexterity game of who can click the fastest which I wanted to avoid). I don't think I would want to default allow the holding of the button to place blocks as I think you'd lose something with the less direct player input and no longer having a one click, one block relationship. It also runs the risk of being frustrating if blocks are placed unintentionally. However I guess something like that could be an accessibility option.

Thanks for playing!