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Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!

I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.

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Thank you for playing our game!

The minigames can be viewed as abstractized tasks Morgan has to complete on a day to day basis, leading up to them picking up the lute again (the Lute man is the representation of Morgan's fear and guilt when it comes to resurrecting a hobby they enjoyed).  After conquering that fear, the following minigame with the sol key represents Morgan playing the lute again. 

Due to time and other constraints it had to be kept abstract.

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Thank you for playing the game.

You're absolutely right to notice some disconnect between the lute/music elements and the rest of the combat. Our original plan was to explore that connection more deeply but wWe had trouble with our writer, he wasn't able to work on the game after first week, and the team put extra effort to compensate that. What you see here is the result of that collaboration. It’s still cohesive and something we’re proud of, even if a few elements may feel a bit unfinished.