Hey thanks for checking out my game. Yeah I used a bit of AI behind the scenes to design some of the algorithms and placeholder content. Let's talk more on X: @NymbleGame
xalezar
Creator of
Recent community posts
Hey thanks so much for your feedback—glad the difficulty curve felt good.
Yeah, I see what you mean. The check points are always placed as separate rooms between puzzles rooms to kind of break the rhythm and function as architectural interest. But I see your point. Will see if I get more feedback on this from others.
That gives me an idea, regarding the tutorial levels. Maybe if I overlaid some arrows and stuff, it would feel more like a tutorial so first-time players won't think the game is too easy.
Thanks for playing! I'm glad you enjoyed all aspects of the game, especially the music, as that's why I got into game dev in the first place.
I have considered incorporating a bit of narrative into the game now and then, since it is based on the fairytale after all. Thanks for the suggestion!
(Sorry for the delay. Your comment got filtered as spam.)
Hey! Played the latest build and made it all the way to the boss fight this time.
Thanks for fixing the gate bug btw — after starting a new game, I was able to get past that point no problem.
Boss fight
- The setup for the boss fight was good! Once I saw all those monsters in the cells, I kinda had a feeling something big was coming.
- It seems like walking up to Anya’s cell is what triggers the fight, but I sorta found that by accident.
- Also… I can’t fully remember who Anya is 😅 Maybe she was mentioned earlier and I forgot.
- I like that there’s a warning before Anya does the radial attack. Right now it reads a bit like a UI icon — maybe glowing magic rings radiating outward from her would feel more immersive?
- F key for picking up healing items felt a little awkward since it’s the same finger I’m using for moving right.
- Managed to get Anya down to 50% HP before I got killed
- She also hit me twice in a row a few times and moves pretty fast 😅 Felt a little too challenging… though maybe I just need to dodge better, who knows.
Other notes
- During the “It’s about to collapse, quick!” scene, since it waits for player input to advance dialogue, the urgency kinda gets lost. Might work better if that moment auto-plays like a mini cutscene.
- I think you’re doing a really good job with the fear factor during enemy encounters!
- The gates / lever puzzles started feeling a little repetitive after a while. I was kinda hoping to run into another NPC, or maybe some dead bodies / environmental storytelling. Leading up to the Anya fight I started thinking, man… when do I get out of these mines? 😆
Found some bugs
- Reloading checkpoint after the first cutscene puts me back inside the truck, but the other NPCs are there too, just standing still.
- During the opening truck cutscene, the camera is locked, but if I hit ESC and open the pause menu, when I unpause I can move the mouse and rotate the camera.
- When I started a new game using my previous save slot, I still started with my weapon.
Overall though, definitely cool getting further and finally seeing the boss encounter. Nice progress!
Also just curious — is the Anya fight currently the end of the demo, or is there more after that? Haven’t managed to beat her yet 😅
Hey, thanks for playing! I really appreciate your detailed feedback.
Good to know about wanting faster input. I've been brainstorming ways on how to implement this; it's doable, but I just need to figure out how to incorporate it into my current code while keeping everything else running.
Ah, you mean for the reset, you'd like to be able to trigger it at any time, even between turns, or during an attack animation—is that right?
Yes, the death animation is something I'd like to refine. The explosion is mostly a temporary animation. Open to ideas and suggestions!

