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Egregorious

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A member registered Feb 02, 2025 · View creator page →

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This is really cool, the boomerang double-jump feels super satisfying in terms of movement. 
Is there a reason why the boomerang needs to fail when it hits a wall? It doesn't feel as if it adds much to the puzzles, but it's frustrating because it's the only part of the game that feels like you need to adhere explicitly to the grid. 

I feel like it might be better if it just bounced off and started hovering a couple tiles away or something.

There definitely a cookie-clickery charm to this! Although I feel like there's not much choice involved in the way you get new items, the mechanics give you no reason to not just click the green arrows every time they show up, which makes the loot rather one-dimensional.

The persistent upgrades are 99% of your long-term power, so the class which lets you farm upgrades does just obsolete every other class in the game.

I think it'd be interesting if there was a bit more of a 'prepare carefully' vibe to each creature. Maybe enemies had elemental weaknesses and you have an inventory of unequipped items you could fill up and switch out depending on the monster. It could lend more player interaction to item choices. 

I did have fun with it though!

(1 edit)

Thanks so much for playing! And I really appreciate the feedback, I think I got a bit enamoured with the font I'm using for the white-on-black parts, but it probably is too hard-to-read looking at it from your screenshots. I'll try to fix that up and make it easier on the eyes!