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I really like the style you're going for here. the music and visuals are all nicely made. I especially like some of the enemy sprites/ player character designs, and the 9 lives gimmick is a clever use of the character design being a cat and trading their lives around.

To be honest I could not stand the combat, it gives almost no feedback to what the enemy is doing and feels like I might as well just roll 4 dice and see if me or the enemy instantly dies. I also somehow one shot both enemies in the last area while on my last life just by using guard and then 4 breaks. 

It feels like the combat could have worked better if there was some indication of what the enemy was going to do, maybe if you could see the first few moves they would pull out, or if it started off with less actions than instantly throwing 3-4 of them at you, meaning with bad rolls you can lose the first battle in 2 turns without knowing what's going on at all.

As others have pointed out too yea, the text moves by far too quickly and while gameplay is still happening so I pretty much gave up reading it after the first corridor. I usually dont have too much trouble reading quickly but the font used tripped me up enough times to just not bother trying.

Also just a small note on the models: You should use a custom material rather than unity's default material settings, as it makes everything have a bright plastic-y glow by default. You'll want to set the material roughness to much higher than the default to get rid of that.

I appreciate you taking the time to play and the nice comments. And yeah, in hindsight we should have added a skip or continue button for the dialogue.

For combat, we agree. We were initially going to have it randomly show a couple of options the enemy was going to choose and they would have set choices they would make. Most issues with the combat system were simply a time issue as we didn't have time to implement it fully.

But again, thanks for playing!