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As usual, you've done a nice job making the game! It looks really nice, it has quite a unique idea that I found really interesting, nice and pleasing graphics throughout the game, and generally extremely polished! Rotating the blocks like jenga is a good touch that adds a bit of complexity. I also like the fact that eating the tower is a thing in the first place, and not just placing alone, as it breaks the uniformity that might make the game feel stale for a while. Good job on that!

For some criticism, I think the game is a bit slow, where the main contributor in my mind is how you need to slide in the biscuit in the first place. It bogged down the game for quite a lot in my opinion, and the way it currently works (i.e. basically snap to the correct position or disappears completely) it feels like it doesn't really add much to the game at all. Maybe disabling the snapping and just allowing placement on any possible place? Or if you are going for a much faster pace, just place directly in the selected place immedately. IDK. Another thing is that it feels like there aren't many tactical decisions to be made at the moment, as filling up the whole level before moving up is usually better, and that doesn't feel like the risk is too much here.

But with all that said, this is still a nicely built game. Well done! 

(P.S. But why every game need to be a deck builder though :P) 

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Thank you Kelvin, I'll make great use of this feedback later :)

About the deckbuilding: It's one of those genres where I get to do a lot of backend work and systems design which I enjoy the most when it comes to gamedev. It's also usually easy to add more content to without it being very art heavy, which is the sort of things I need as a solo dev. Alongside that, deckbuilders usually have a lot of opportunities for reusing assets, and I don't need to create a polished player controller, unlike for the majority of other genres (though this depends on the game again).