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I love the concept of this. Loop hero except you have to control the ages of both your hero and your enemies.

you've left a strategy in that's so overpowered i cant help but see it as an oversight: every enemy spawns at age 0. If you react fast enough, you can kill enemy for 1 mana. Doing this, the game becomes really boring. which is a shame honestly.

I'd probably rework this game quite substantially, the age system specifically. For the player, i'd have players be stronger in youth and weaker in old age, but have "player growth" (the amount a player's base stats increase per day) increase in old age.

that way, it becomes a balancing act between being old when out of combat, and young when in combat.

Hi there, thanks for the detailed feedback.

You’re absolutely right about the poor balancing. I had given balancing zero thought and I put the growth rate arbitrarily without thinking of how it would actually play out. That goblin started at 0 age while allowing generous mana generation is definitely an oversight and exploitable as you said. If I had more time, I might have balanced it but I’m also quite the slow person so I had to sacrifice balance and opted instead to actually create a game that sort of work.

One of the ideas I had to scrap is there’s an age tier so someone’s who’s younger will have a higher growth rate while the elderly will have slower and perhaps negative growth rate even.

Thank you again for the feedback. It was really helpful at helping the game and me improve.