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(1 edit)

i just left it running for a few hours while i did other things. I think if it was more open with more options instead of linear levels I'd pay for it on steam. if each room had multiple exits that lead to different areas that had area specific upgrades so when u get op in one area u can still play the other areas without being completely op. And when u went to a room for the first time it would add to a map ui

but i liked being able to go forward and back with power ups later in the level. rock remover had that kinda min maxing where u had to weigh up going later to get hearts befroe trying to kill all the other monsters 

Oh thanks for saying so!

I do feel like its biggest flaw is that it is too simple but  I really wanted to see what people thought of this general concept at least.  A bigger world with more things to do probably would be better.  I would have to make some fixes to this to support something larger but that isn't so bad.

The truth is I'm not really sure yet how to design something larger yet in terms of an overall gameplay system.  Maybe I could reintroduce some things from Idle Rock Remover as part of it.

I especially don't know what to do about the going forward and back.  I feel like there is no adequate way to represent it on the map view and if I allow it the map will just end up looking like unreadable spaghetti.