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Great job ! I like how this game approaches (specific mechanic). For me, that’s the kind of system that makes decisions feel meaningful. 
What was the biggest challenge for you in balancing early-game progression vs late-game complexity ?

Thank you for your attention to my game. 
Well, I mean, this demo is a proof of concept that the core loop is working. But I definitely face some challenge on a balancing the late game compared to the early one. I would say it was mostly a game flow and phasing, since you should always maintain a flow. The matter of timing for the order, the amount of slimes and the quest objectives was the most essential in that case :)

That makes sense ;) flow and phasing are probably the hardest parts to get right. When you started tuning late-game pacing, did you adjust mostly quantities (timing, amounts), or did you consider introducing new constraints to refresh the decision space ? Congrats anyway