Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I played your game a bit. I am not sure I understand why “autobattle” part is needed as opposed to simpler turn-based combat.

The basic idea of combining as the main action definitely have potential. I would maybe even go so far as to extend it to consumables too, so combining becomes the only action for player.

I would suggest to implement “unselect” action and auto-remove selection after battle round. I lost resources many times due to accidental clicks.

I disagree with forcing player to remember all combos. On the contrary, I would highlight suitable resources and maybe even add hints on the result (although it would be hard fit into UI). Maybe add some special animation for activating the specific combo first time, but burdening the player will only result in unnecessary frustration. (IMHO, of course).

Also, the music is nice :)

Thank you so much for the feedback - every comment and suggestion helps me a ton.

The auto-battle is one option (I took the idea from a mobile board game theme), but turn-based combat is definitely another possibility.

The idea of combining resources and consumables is something I absolutely need to consider. Maybe I'll change the combination system to make it more flexible, allowing successful combinations with different results based on the base items. Making the mixing system more flexible should also reduce frustration (an observation I'll keep in mind - thanks for noticing).

The music is really good! It's part of a pack you can find here:

https://xdeviruchi.itch.io/16-bit-fantasy-adventure-music-pack

Thanks again.