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Ahh, then I was on the right track at least one of the times. It’s a bit disappointing that it’s just flat damage increase since they don’t have that much to say then.

Taking a quick look at the first game you mentioned, two differences I noticed right away is that they say the target “power” you need to beat it, and that they use the time the node takes as a resource in itself, instead of just the amount of nodes itself. Showing the next enemy health would definitely help in this game, so you can figure out how many stats you need to beat it. The latter I guess would make more sense, but I personally don’t mind the way you did it in this game.

Maybe I’ll try to make a similar game myself, would be fun to do a groundhog day style game with this system.