Absolutely valid criticism lol, I did even have trouble with this myself at times.
Thinker
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Thanks so much!!
I’m pretty happy a couple people have said they thought the game felt balanced, and I did intentionally try make shields something you might not pay immediate attention to on your first playthrough. The damage calculation is actually pretty simple; blocks always deal 1 damage per tile they hit, 2x/3x/5x tiles multiply that damage by their respective amount, the yellow n-x blocks deal an additional 2 or 3 damage on top of the base damage depending on how many tiles they hit, and as a balancing act shield block always do just 1 damage.
Thank you!
You mean the game itself or the dungeon art? The art is just four planes with a repeating texture copied a bunch of times. The game itself is made in Godot with a combination of 2D objects rendered onto viewports and displayed using 3D sprites. The only actual 3D models in the game are the loot chest and the candle in the intro/outro.
This is an absolutely awesome tribute to House of Leaves, albeit a bit on the short side. Aside from some graphical depth issues, the visuals are beautiful and incredibly fitting for the game's inspiration, and the effects such as the intro and VHS static are also really good. The music/ambience is also really fitting, especially in the labyrinth and the buildup of noise and static as you approach the static entities (I don't know what they're supposed to be). I'd love to see this made into a more "proper" and full experience some day. Only gripes I have is that dying due to the static entities sends you back to the main menu causing you to have to go through all the dialogue to get back to where you died and retry.