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It was a pretty fun combination of Doodle God and Tower Defense.

However: - And i feel pretty strongly about this - The Defense aspect of the game loop is super underwhelming in comparison to the stacking and exploring recipes.
i don't feel in control and I feel limited by the places where i can place my creatures. Also there is no real tension in whether I'm going to pass the round or not. Either I get recked and it snowballs into everything getting recked, or i just easily swipe the whole wave off the board in full speed fast forward.

also i think its a bit of a missed oportunity that you need to click the thing that you want to craft. as the came is called STACKrifice, it would be super neat if instead of clicking that button ontop of the stack instead i drag the whole stack i want to craft onto the pentagram and it gets sacrificed and i reciefe the new thing. also for animals and so forth i just drag the animal onto the pentagram and it would automatically sacrifice it... just an idea :P

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Thank you for the detailed response!

I actually agree with your feedback! Hopefully i can make the player feel more in control of the combat and give more meaningful choices throughout the game. The items as they stand mainly differ in stats and not functionality. I am planning to change this, i just need to decide on how 😉

The sacrifice as craft thematically sounds interesting, but also annoying if you have to move the cards to the other side of the screen for every "craft" :/

A few ideas I have;

  • more unique effects on the items
  • card packs that you draft instead of just spamming lands
  • building cards
  • relics like in slaythespire
  • hero placement anti-/synergies like in tft
  • maybe something like spell or potion cards that can be used during gameplay
  • telegraphing enemy behavior (i.e. showing enemies you will be up against)

Is there anything in particular that you would like to see in a demo/full release?