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(+1)

I made it to round 53, where I realised my agents were doing all the heavy lifting and if I started missing my shots I was shafted!

A cool take on the balatro-like accumulation of items / agents to affect the game play. The 10 second shooting round is surprisingly simple but perfect for something like this. Then  10 seconds never feels long. You feel power spike due the mechanics that you implemented, and when a big cluster of them pop if felt pretty satisfying. 

the juice on this was great too - especially noticed the colour of the damage numbers changing after you surpass certain damage thresholds which was nice. The little animations on the items in the shop made a big difference too.

Worth nothing that it didnt really feel useful to move? I wonder if there would ever be more reason for the player to move than the items you already have in game? could there be +time collectables or $s perhaps?

Thanks a bunch for taking part in the jam and representing the Unreal game jammers :D