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I loved the game so far, it's cute, spicy and even though it's a prototype the gameplay is very addicting, brings a somewhat similar feel to the puyopuyo series, where making combos is priority, and achieving big combos is just all kinds of juicy;

I played to around level 12, playing for high scores is nice and simple, but two mechanics that could be expanded on are combo setups and game modes.

For one, instead of the special climax blocks (the ones with pink outline) instantly finishing the level, they would charge up a resource you could spend to swap two adjacent blocks in place, that would be limited but allow for better long combos to be set up

For two, extra gameplay modes, such as boss battles, a short story mode, or even a time attack would all give the game greater longevity, as those would help feel fresh.

good call -- i'm definitely on board with some kind of,  "build up a resource and use it to activate special moves" type of thing. i don't know what form it would take. i thought maybe it would be cool if activating a big group of 3s gave you one reward, and 5s gave you a different reward, or something like that. i'm not sure!

really good suggestions, thank you!