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willisthedoctor

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A member registered Feb 01, 2025 · View creator page →

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Speaking honestly, given that the incentive for the player is to go as fast as possible, I'd say more sanity would be the more appropriate of the two choices since it's effectively acting as a timer. However, I realize this might make the game way too easy, so take that with a grain of salt.

I do have a suggestion though that you might find interesting; knowing how long the level is could actually be really useful information to the player. I'm not saying add a map because that could give away too much information, but I would say a progress bar would be really handy. The further along you go through the course, the further along the progress bar gets so the player has some idea how much further they have to go. It could also add a sense of "hurry up" to the sanity meter and really add pressure to the player's snap-second decisions: do I go for this monster or do I only have time to run to the exit?

This could clutter up the player's GUI though, so ultimately the decision would be up to you.

Difficulty levels would be awesome! I could definitely see this game doing well with speedrunning and optimization communities in trying to find the fastest route through each of the levels, and adding harder and harder challenges like that would really get the competition going!

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I'm really glad I tried this game out! Flinging March around with the sword feels good, the story's fun and lighthearted, and the high-speed gameplay is very very cool. However, I'm a bit of a rubbish playtester and can't get past any of the levels (aside from the tutorial) no matter how hard I try. There's not enough sanity for me and I get really lost and stuck in some of the pits. Though, of course, this can be pinned on "skill issue." Great game, I want to see more come out of it!

Hey, it's Will, I helped develop the artwork and animations for this game! Thank you so much for playing and leaving a comment, it helps us a lot. I decided to make an itch account to help explain some stuff.

- More animations will be added! There will also be new furniture types and new mechanics, including more enemy types, an actual menu screen, and a shop system (hence why points are being scored as "$"). We just wanted to get a minimum working prototype out for the Game Jam and prove to ourselves we could actually make something together as a team.
- In this prototype, Alena (the ghost/player) does not heal.
- Furniture has a certain amount of health ( 1/1, 2/2, etc.) before it is destroyed. Furniture should heal to full health after every wave.
-  Some of the furniture (i.e. the wide table) has bad hitboxes and can "phase through" enemies.  This will be addressed after the Game Jam is over.
- There is indeed a speed cap; at the moment it's "all or nothing" so if you don't have enough momentum, you won't do any damage. This will be addressed after the Game Jam is over.

Feel free to ask more questions, and thank you again for checking us out!