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Played over on Steam and left my review there, I absolutely love this game!! The animation work for all of the tiles is wonderful, I appreciate the different visuals to match powered/unpowered states. Controls for tile placement and management are genuinely very intuitive, although I would've liked to be able to right click + drag to remove pipes in a similar style to pencil placement. I like how each element's spell tiles follow some general theme in terms of function, making each color represent a literal "element" of a good build; Adjusting for where my build was lacking felt so natural when you can plainly see which elements are less developed than others on the grid.

In terms of feedback, would it be possible to have tiles show base stats alongside their modded stats when a mod is applied? I found myself doing a good amount of shuffling with mods and flipping them on and off to see the impact they'd have on certain tiles. I'd also have loved if modded stats were reflected when mods are "attached" to tiles in your inventory, as it became somewhat difficult to individually experiment once my grid became very busy later in the run.

Thanks for playing! And thank you for the suggestions. Adding the ability to right click + drag to remove multiple tiles is a good idea and I can probably add that. 

With respect to your mod suggestions, I'll have to do some investigation. I'm not sure how well my infrastructure would support those behaviors and I'd also need to make sure it is still intuitive to new players.

While it is not an elegant solution, if you want to experiment with your grid without messing it up, you can leverage how the autosave works. The game is only saved immediately after you pick a reward and when you press the Start button. This means you can mess around with your grid, quit to the main menu, then hit continue to restore the grid state.