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As marigold mentioned, the movement were a bit difficult, leading to some very punishing moments. Also, the level design could benefit from some landmarks or small distinctive objects on the floor or wall so that it helps you orient yourself.
Besides of that it's cool. I liked the artstyle a lot and the atmosphere is pretty good.
What does time and bones do?
My time was -204 and I had 46 bones.

Thanks for checking my game out! Time and bones don't do anything at the moment, but I'm planning to have timed levels and a shop, so I added them to the prototype to see how it felt.

Little environmental details and landmarks sound like a great addition. I'll add them to the next build of the game. I'm completely overhauling the movement system and other things, so it'll take a while. Thanks for your feedback!

Limited time sounds interesting. It is then rather a kind of speedrun game. And I guess the bones will be your currency then.
Very cool, I'm looking forward to it.

Just did a playthrough, liking how it's turning out so far! Digging the aesthetic of the visual assets that are in the game right now. 

My biggest thoughts right now are with the controls, specifically with turning. I totally respect the tank controls, but right now, turning is very slow-- there were a few times where I reached a junction, turned one way, realized there was an enemy behind me, and then couldn't turn around in time to shoot them. In a way it felt like arbitrarily punishing me for picking the 'wrong way' forward, if that makes sense? Which felt a little unfair.

Hopefully that's useful, haha- good job so far and good luck moving forward!