Really promising game. Definitely engaging.
The fantasy of building and going highest possible is quite understandable but it could be more engaging as to why I am building it up (especially the rebuilding part).
The coin economy can be pretty rough if you get bad rolls on the draw - some runs are just doomed to failed - which I wish wasn't the case. I'd think of a loop where maybe the player can always build a building no matter what, but the limiters are how he placed them, and not money? Not sure if it is a big enough problem but just design wise I'd consider options there.
I've not tested the combos well but they feel understandable and have potential. It would be nice if I could trim my deck, remove some building blocks.
I was lost a few times and could use some tooltips as to what counts as adjacent, what is neighbouring/next to etc.
I enjoyed the events within the building gameplay, like combining the eye or learning some lore.
Pieces that lock tiles could showcase where tiles will be locked on hover before placing them, as in -> I select the Mimic, and hover him to the left, and before dropping it I already see all of the tiles it might potentially block, same with roofs etc.
If this game grew a bit, had the mechanics polished and some stronger fantasy, I'd definitely pick it up for 15-20 $. Ah and if the tiles merged nicely, that would be a cherry on the cake!
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