Had a couple of issues with understanding what I was doing, but I had a nice time and I really enjoyed the dialog, gameplay loop and the art! Thanks for making and sharing this game!
Interesting game that looks really cool and it has a nice soundtrack, the gameplay is also really unique and interesting, and that is a good think because the game doesn't really have a story? They just tell you to clean the ship and throw you into the fray, it's a shame since the fights are really REALLY fun and the main character looks cool.
The maps look pretty but they are also pretty devoid of life, you cannot interact or inspect anything except for the white arrows that sometimes end in fights when the game already has random encounters and also the items have no descriptions and some of them don't really do anything?
Also the game has little text but somehow there are quite a lot of typos.
There are some highlights, like those random events of infinite hallways or sinking into the floor but since nothing is really happening story-wise they feel like a waste, the character doesn't even react to this things.
Finally it seems there is a bug or you forgot to make some tiles passable because I got stuck in 2 different areas and decided to stop playing the game, in the end the biggest sin of this game is just wasted potential, a little more love and fixes here and there and I am sure this can be a pretty fun experience that everyone would love
I quite liked this short experience. The game was cohesive and I feel like it was the right length too. Credit to having custom assets. That's always an incredible thing for an indie game to have and I do like the use of colour to distinguish the atmosphere between hostile areas and safer zones.
The story is simple enough and not a huge focus. It seems a little secondary to the gameplay. I do wish one could get little tidbits of information about the demons or the company from interacting with some of the books or something. Despite the nice designs for each map, they felt a bit lifeless due to this lack of interactivity. I thought the open books might have a meaning, especially given their whiteness contrasted the red background but nay. To be fair, I think you implemented some random events to keep things interesting (like sinking into the floor or the looping hallways) but I didn't encounter much variety of them.
The gameplay is the main unique draw to the game and I enjoyed the idea of trying to interact with the demons and navigating them through their temperament. It was also great to see the different replies to each option. Really fun mechanic there. I didn't at all use the 'Banish' option and so it felt a bit unnecessary, even if it could have been used for more difficult foes. I think the standard mode of talking to the demons were forgiving enough that it wasn't ever needed, except for maybe the boss.
With that said, I think there was a bug in the area where a "strong presence" was felt with the 00 on the walls in that I wasn't able to walk on the curved tile sets so I couldn't explore it. Same thing happened in the other area with the similar layout to it (the one with the NPC called Kale). Idk if these areas change the ending or are important but it's a shame I couldn't explore them. There was also an item (or arrow at least) in the car park but the yellow markings weren't traversable either so I couldn't get to it.
I did play 'In The Hole' too and you seem to be making a nice variety of interesting and unique games for I look forward to more to come :).
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The maps look pretty but they are also pretty devoid of life, you cannot interact or inspect anything except for the white arrows that sometimes end in fights when the game already has random encounters and also the items have no descriptions and some of them don't really do anything?
Also the game has little text but somehow there are quite a lot of typos.
There are some highlights, like those random events of infinite hallways or sinking into the floor but since nothing is really happening story-wise they feel like a waste, the character doesn't even react to this things.
Finally it seems there is a bug or you forgot to make some tiles passable because I got stuck in 2 different areas and decided to stop playing the game, in the end the biggest sin of this game is just wasted potential, a little more love and fixes here and there and I am sure this can be a pretty fun experience that everyone would love
Keep up the good work!
I quite liked this short experience. The game was cohesive and I feel like it was the right length too. Credit to having custom assets. That's always an incredible thing for an indie game to have and I do like the use of colour to distinguish the atmosphere between hostile areas and safer zones.
The story is simple enough and not a huge focus. It seems a little secondary to the gameplay. I do wish one could get little tidbits of information about the demons or the company from interacting with some of the books or something. Despite the nice designs for each map, they felt a bit lifeless due to this lack of interactivity. I thought the open books might have a meaning, especially given their whiteness contrasted the red background but nay. To be fair, I think you implemented some random events to keep things interesting (like sinking into the floor or the looping hallways) but I didn't encounter much variety of them.
The gameplay is the main unique draw to the game and I enjoyed the idea of trying to interact with the demons and navigating them through their temperament. It was also great to see the different replies to each option. Really fun mechanic there. I didn't at all use the 'Banish' option and so it felt a bit unnecessary, even if it could have been used for more difficult foes. I think the standard mode of talking to the demons were forgiving enough that it wasn't ever needed, except for maybe the boss.
With that said, I think there was a bug in the area where a "strong presence" was felt with the 00 on the walls in that I wasn't able to walk on the curved tile sets so I couldn't explore it. Same thing happened in the other area with the similar layout to it (the one with the NPC called Kale). Idk if these areas change the ending or are important but it's a shame I couldn't explore them. There was also an item (or arrow at least) in the car park but the yellow markings weren't traversable either so I couldn't get to it.
I did play 'In The Hole' too and you seem to be making a nice variety of interesting and unique games for I look forward to more to come :).