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(1 edit) (+1)

Nice entry, congrats! Controlling an enemy it's an interesting mechanic, especially because it gives the player the abilities of that enemy, opening to a lot of strategies. It's a small thing, but I appreciated how you used two healthbars to signal the status of both the player and the controlled body: it's a simple trick to remember that you have some kind of protection, but also that the protection can fall off, and that's perfect for the "parasite" theme!

At a certain point, I had some difficulties with the combat mechanic. I wasn't able to understand how the enemies were moving, and at the same time I felt like that the game was asking me to predict their movements. I don't know if that was your intention by making a turn-based game, or if you planned to make it real-time, but it turned out different. Don't get me wrong: uncertainty is good in games, and that's only my perception; anyway, I hope that the feedback might help you in some way.

Overall, great job. Congratulations :)

(1 edit)

Thanks for trying it out and thanks for leaving a comment!

Thank you very much also for all of the nice words, regarding the prediction of the enemies movements yes, I wanted the player to predict them, but I also wanted a little bit of uncertainty so when an enemy can choose between two or more paths that have the same distance to the player then it chooses one randomly between those, but in theory the enemy should always move closer to the player. Regarding the plan it was always turn based, I wanted to try out a broughlike - style game since I always liked them and I like the minimalist philosophy behind them, but I clearly need some more practice because I have the tendency to put always something "more" in the games that I try to do and I should stop that and stick to the plan.