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I really like the idea of being limited to specific squares until you do an attack, and thus having to weigh where you land based on which squares you might want to be on later. I don't know if that idea was used to its full effect though, since really the only interesting decision to make there is about mooncakes. 

And speaking of mooncakes: because they spawn randomly, you sometimes get stuck just waiting around because all of the mooncakes are on squares you can't get to, and you can't go to a different square because you don't have a mooncake power. Implementing some kind of control of the spawning might be useful here? E.g. maybe when a new one gets spawned and there are no mooncakes on dark squares, it spawns on a dark square? 

I'll also note that the squares that get shattered in the middle of the board aren't always super visible; I fell down a hole accidentally more times than I care to admit.

Also, I liked the mask idea -- i.e. changing what your power does. I only ever found the hare mask, and its power was maybe a bit too similar to the default one? (Except I don't think you could switch squares, which turns out to be an issue in terms of collecting stuff.) E.g. something like a straight line across the whole board laser might be a more interesting differentiation? Also, I think just adding randoming between the mask and the mooncake when spawning the power-ups might also add more interesting decisions? That way, you need to choose what kind of attack will be most useful right now, rather than just being stuck on the mask you put on.

(+1)

Thanks for trying the game! And thank you so much for the detailed feedback, we expected exactly this feedback since the things said were present in the initial idea and not developed due to timing.