The music is hypnotic and the puzzles are fun.
mr. sunday
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I enjoyed the writing. The environment is lovely and shows a lot of thought in the design–the town and its structures feel ‘lived in’. When it combines with the music, the atmosphere becomes even more wonderful. I look forward to a version with your NPCs and the time system, if you decide to update it.
Yes, the little Dragoons are dangerously accurate, and they will detect you (even from behind!) over long distances. In my experience if they shoot first (either because they ambushed me or I miss), I’m dead.
I’m happy you enjoyed the environment design! We used the simplest models we could find and supplemented it with 2D art and arrangement.
Thank you! I’m glad to hear that, we spent a lot of time tying the presentation of everything together.
I’m sorry to hear about that lag spike. I found the same thing happens to me if I’m pressing down on WASD and the game window loses focus.
We designed the game to encourage careful stealthiness for a new player, but beatable in less than a minute for someone who is replaying. If you’d ever like to retry, try going into fullscreen mode to avoid the issue you described. I’m still looking into ways to mitigate that and will update the game once I have a fix ready.
Thank you again for playing!
Thank you! Yeah, by default the game assumes a QWERTY keyboard or a controller.
We’re aware of the strange behavior where full screen makes the game center in a strange way. I’m looking into what I can do to change it.
The ‘Chain Reaction’ theme was meant to be encapsulated in the story (server maintenance -> D.A.D. walk -> cowboy shootout) as well as the ricochet mechanic, though only the starting revolver has ricocheting bullets.
I’m glad you enjoyed the art–our artist worked hard on it. Thanks for playing!
Thank you for playing! I’m still investigating that drift issue and it seems to be related to Firefox. I’ll update the build once I address that. -> Yes, the little Dragoons are ruthless. I was going for ‘arcade-style’ gameplay–quick to victory, quick to death. -> I’ve noticed that too. I’ll see what I can do to make it more consistent. -> Yes, I hoped the slow reloads encouraged careful gameplay in a setting that rushes you to the end goal.
Haha that’s impressive. I do not have the skill to get a sub-20s time yet; our current high score is made by a friend.
I have fixed the issue with the ending cutscene not working. If you haven’t seen the cutscene yet, please give it another try. If you beat the high score and post a screenshot, I’ll update the scoreboard with your name!
Thank you! I’m glad you enjoyed the level design. I thought about it as ‘making a diorama you could explore and shoot at’.
I have seen that issue and have just fixed it; I can confirm the ending cutscene works now. If you haven’t seen it yet, please give it another try–we worked hard on that cutscene B)
Yeah, it was an issue with the UI anchors…I’m still figuring out how to support multiple resolutions X) In the meantime, this patch should work now!
Hey bjiCorp! It should be fixed as of this patch. Let me know if you have any issues!










