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I got busy with life stuff and completely forgot to play other games in the jam (my apologies for not playing yours).

I'm glad you liked the SFX and Visuals. I wanted to make sure the enemies and player stood out, so I went for the brighter and more saturated palette for them compared with the color palette for the prebuilt dungeon asset I used. 

I designed the game as wanting to be the first game I added Controller support for, so I didn't think about the Keyboard controls as much as I should've. I should've spent more time testing with the Keyboard controls in mind.

Speaking of time, the same thing applies to the weapons and their difficulty. I should've played around with a more dynamic system of detecting the current weapons strength and scaling the difficulty based on that. My intention was for players to sacrifice strong weapons by picking up mod chips that have weaker stats but restore a small bit of health, but that didn't work out too well.

I'm glad you enjoyed the game, my apologies for not playing yours (or any of the other games for that matter) during the voting period.