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Really liked the idea of giving your enemies what you don't take. It didn't feel particularly impactful, though. Especially when there were some that simply didn't work for them. But it's really cool. I can see it being an interesting decision to make in a roguelike like Hades or something

I agree that the choices aren't always impactful (like getting extra bullet damage but giving the enemies extra hp.)  I wanted to spend a little more time tweaking that but got a late start so had to roll with it.  I have a second iteration of that whole system to make things a bit spicier that I plan on adding to the next patch. Thanks for taking the time to check it out!

Awesome ! Yeah when the decision was actually meaningful it was very fun