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(+1)

Interesting strategy game.

I enjoyed the game once I understood the mechanics and ignored my PC fan spinning like a helicopter.

It was very hard to get the required pop in the last day with the Bae/IRyS/Sana strategy. Meanwhile, using Laplus/Koyori/Lui made it really easy, by a large margin.

It's not clear what happens to the idols once you reach 20/20 and select a new one. Do they get added off-screen? Does someone get replaced? Which one? Is it random? Is it the oldest one?

Some improvement suggestions:

- Needs better explanation how to play. The goals and game mechanics in general are not explained to the player, not in the game nor in the game's itch page.

- Somehow the game uses a lot of CPU power during the first few minutes.

- For a mostly 2D game I suggest selecting a lighter game engine, like Godot. Unreal was pulling a lot of CPU power and spinning my PC fans for a relatively simple game. 

- I didn't check, but it's possible the game was running with uncapped FPS? Consider turning on V-Sync and setting a FPS cap if the game doesn't need high speed reactions.

- Unique sound effects when each talent's skill activates would help improve the ambience a lot!

Good game.

Thank you for playing and for the likes! :D

First of all, sorry about the performance issues. I’ll look into reducing CPU and GPU usage first. Adding a proper main menu and separating data loading should already help reduce the heavy load at the start.

Regarding the talent mechanic you mentioned:

It’s actually fine for players to recruit more than 20 talents. At the start of each round, the game randomly selects up to 20 talents from the total pool and places them on the board. No talents are permanently replaced—they all remain in the pool, unless the player chooses to dismiss them or they are eaten.

I also agree that the game needs clearer explanations of its goals and mechanics, both in-game and on the itch page. That’s something I’d really like to improve in future updates.

As for audio feedback, I agree it would greatly improve the experience. I’m still figuring out how to find suitable sound assets for each talent, but it’s definitely on my list.

Lastly, I understand the concern about engine choice. Unreal is probably heavier than necessary for this project, but it’s the tool I’m most familiar with, and it works well for the 2.5D visuals I’d like to present.