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(+1)

Cool game, core loop is solid. Move-then-attack rhythm feels good, and there's a lot of variety on offer with the shop/upgrade system so you really feel the build is developing after waves.

I had two sessions. First session I bounced because I couldn't parse exactly what was happening. Second time it all clicked. The main thing I was missing was the "schedule" style system of moving and planning with the attack cooldowns. Glitch system is a cool addition to the auto-attack base and adds a nice layer of active decision making.

Grid/attack art is nice, and especially the pictures drawn for the artifacts were super nice and fit with the retro/arcade game style! Wireframe UI style is clean. CRT-like shader and "synthwave" background set a good vibe.

(+1)

Thanks for the feedback. The lack of a good introduction/tutorial is a key takeaway I am getting and will be working on to improve. The schedule style system you mention is really interesting, Shogun Showdown does it really well. I tried to emulate the upgrade system from Shogun Showdown, but the scheduling style was not something I incorporated. This is good to know. Ultimately I think I need to decide if I want to keep this a survival game or a tactical turn-based and which direction to lean more heavily in.