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Ah, yeah this is a great baseline for sure, like Maoaii said.

The main issue I see with this game is balancing. Run it through a couple more times with friends, and see where they fall short. For me, my contestant died because I kept being given the choice of Spikes or... Spikes. I didn't feel a lot of agency. There are also some notes on the value of certain actions. Like dragging the card onto the slot – there's nowhere else to drag the card to, so maybe it could just be a click? Or maybe you want to increase player agency and create more slots that can be dragged to? Like maybe the contestant hits a crossroads, and you're not sure which direction they'll go. So you try to setup a trap by predicting which path they'll take. Could also be interesting to lay traps in advance, down the pipe. So you're not just putting them in the very next slot, but maybe 4 slots down.

Oh man, this game would be fun with multiplayer. One friend is the contestant, the other(s) are laying traps. Or Twitch chat could lay the traps, too. That's a cool concept.

Anyway, great contender, awesome start, and if you build on this again in the future, tag me and I'll give it another play!

Thanks for playing the game!
I agree balancing is an issue. I had very little time to test the interactions. That said, I agree that randomness has been a point many brought that is does not feel that good in this kind of game. Multiple paths and placing on other tiles than the next one is a very interesting idea that I'll try to implement. I initially cut the placing to only the next tile due to time constraints, but I agree it does feel a bit bad.

I found interesting that you brought up multiplayer, did not think about it. I'll add to the idea list.
Thanks again for the feedback, hope you had fun.