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Amazing!

As for putting damage upgrades in front of the Tanker--I'd suggest at least doing it in parallel rather than as a requirement to unlock them.  Otherwise you're essentially lowering their health, which kind of negates their special property!

I think giving the player CHOICES on how they want to progress is the fun bit.  Even something like exposing enemy stats instead of suggesting a strategy might put more power into the players' hands to make their own choice and live with the consequences.  If there's a big number in the HP stat, with maybe a description like "defensive shapes" or something rather than "go buy damage before buying this!", it will make the player feel more clever when they decide to prioritize the damage upgrade first!

I think making enemy upgrades cheap to encourage progression is a great idea.  I didn't notice that, but I think I enjoyed the game more because of it!

Check out the game Nodebuster if you haven't  -- it has a unique "combat" system and a nice progression.  The shop has a good system to represent the bazillion states an upgrade item can be in.

I have tried Nodebuster (And finished it), and after a day of working on this game I realized how similar it was and then started to take inspiration from it (This is why I added a skill tree, but put my own twist on it with the enemies).

For the damage upgrade in from of the tankers, I think doing it in parallel would be a good idea, but for the upgrades after the damage & enemy, you would either need to have both upgrades to unlock the next upgrades, or have the enemy unlock a new branch of cool upgrades. 

Also implementing more choices with completely optional upgrades would be very cool, I've had some people suggest paths that will lock another one (Someone gave the example of giving the saw a fire or ice upgrade, but you can only choose one)

Thanks for EVEN MORE amazing feedback!

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Mutually exclusive branches sounds so fun!! I want to play it :)