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btw, we are gettomg these types of feedback of the game being a bit too easy. Suggestion on how to make a bit more challenging? 

I think I generally find it easy because:
1. Enemies basically just deal some damages on their turn or reactively, so the 7 cards hold on my hands can well prepare for most situations. I think some mechanism (static shock (damage on playing or discarding cards/gaining charge/gaining card), conveyor belt disrupt (forced discard, disable positions, forced shuffle, forced swaps), stance disrupt (no landing, damage on flight/landing), pierce)
2. The map gives a lot of choices, making encounters easy to prepare for. I personally like the idea, but perhaps trying something like (perhaps as options): fog of war, forced encounter (countdown or ambush), no return, fewer repair shops. Btw I think island tiles (away from the mainland) are not reachable, and one time the elite tile fell there and I couldn't reach it. Also areas with no features are not so rewarding to explore.
Good luck!

(+1)

Thanks a lot for writing this up, really solid points.

You’re right about the difficulty curve. Enemies being mostly reactive makes hand planning very safe right now, and we’ve been talking about more disruption exactly like the examples you mentioned. Belt pressure, stance interference and passive damage are all things we want to explore more.

Map feedback is also on point. We like the freedom it gives, but it does reduce tension. Fog of war and forced encounters are ideas we’re actively discussing. Good catch on the island tile too, that’s a bug and shouldn’t happen. And yeah, empty areas need to feel more worth the detour.

Really appreciate the thoughtful feedback. This kind of stuff helps a lot.